Abstract
As digital games become a media platform and e-Sport events become more popular, it is important for event creators and sound engineers to understand the listening experience in online entertainment spaces. In this paper, we report on the results obtained through system construction and demonstration experiments, as well as future issues, regarding a method for appropriately monitoring the acoustic space from the standpoint of an event creator by setting up a fictitious event space in the metaverse space. Assuming that a metaverse venue would be set up in the cluster using Unity, multi-channel audio input/output was realized by receiving and transmitting UDP packets using Max8. In order to achieve both the liveliness of the entire metaverse venue and to improve the intelligibility of the audio when visitors enter the booths they are interested in, we designed our own distance attenuation curve that is in line with the performance of the event, instead of using physical distance attenuation.