*PAW 2021 : Programmable Audio Workshop, December 18, 2021 (Lyon, France)*

[PAW 2021](https://paw.grame.fr)

Programmable Audio Workshop on Procedural Audio. Instead of playing
recorded sounds in video games, Procedural Audio is about producing sounds
algorithmically through real-time synthesis methods. These models can be
controlled by various parameters, for example from the game engine in
relation to the player's actions.

The 6 talks and 4 workshops of PAW 2021, will offer a unique opportunity to
discover Procedural Audio in relation to video game engines!

*Registration*

PAW is completely free, but the number of seats is limited. Register online
at [PAW 2021 REGISTRATION](https://forms.gle/DPuoWut4PiF4FyKaA)

*Event Location*

UCLy-Université Catholique de Lyon, Campus Saint-Paul, 10 Place des
Archives, 69002 Lyon

*Program*

- 09:00-09:30: Registration

*Morning Talk*s

- 09:30-09:50: Welcome, Yann Orlarey (Scientific Director, GRAME, Lyon,
France)

- 09:50-10:10: Audio in Unreal with Faust, Ethan Geller (Audio Research
Software Engineer, Meta/Facebook, USA)

- 10:10-10:30: Video Game Engine as Media Creation Swiss Army Knife,
Michael Bolufer (Technical director at Plip! Animation and Studio Manette)
and Gabriel Malgouyard (Software Artisan, Realtime Multimedia Projects.)

- 10:30-11:00: Coffee Break

- 11:00-11:20: Physics Based Sonic Interactions, Stefania Serafin
(Professor of Sonic Interaction Design, Aalborg University)

- 11:20-11:40: Virtual Musical Instrument Design for the 21st Century, Rob
Hamilton (Head of the Department of Arts, Rensselaer Polytechnic Institute,
USA)

- 11:40-12:00: Mesh2faust: From 3D Meshes to Faust Physical Models, Romain
Michon (Faculty Researcher at INRIA (Emeraude team), Associate Researcher
at GRAME)

- 12:00-12:20: Spatial audio in Unity for an interactive immersive space,
David-Alexandre Chanel (THEORIZ / Augmenta, Lyon, France)

*Afternoon Workshops*

- 14:00-15:00: Procedural Audio with Faust (Romain Michon)
  The workshop is a practical introduction to procedural audio and Faust
programming. Different techniques of sound synthesis will be explored using
in particular the new Faust physical modeling libraries. The workshop does
not require the installation of any software except a recent web browser
like Firefox or Chrome. All examples will be programmed directly in the web
using the Faust IDE (https://faustide.grame.fr)

- 15:00-16:00: Physics Based Sonic Interactions in Practice (Stefania
Serafin)
  In the last decades, several physical modeling techniques have been
developed, such as waveguide models, mass-spring simulations, modal
synthesis and finite difference schemes, to name a few. Moreover, these
techniques have already been implemented in different software platforms
such as Max, Faust, Juce, Super Collider, as well as commercial products
such as SWAM by Audio Modelling. In this workshop we will look at recent
developments in modeling musical instruments, discussing advantages and
disadvantages of the different techniques. We will examine available tools
and choose one case study to examine in depth."

- 16:00-16:30: Coffee Break

- 16:30-17:30: Procedurally Spawned Faust Synths in Unreal (Ethan Geller)
  In this presentation, we are going to add a .dsp object as an audio
source in Unreal, procedurally spawn instances of it, and procedurally set
parameters on those instances to create a diffuse, procedurally generated
audiovisual experience. Before this presentation starts it is recommended
that you install Unreal Engine 5 and have some way to compile \`faust2api\`
on your computer."

- 17:30-18:30: Building Interactive Procedural Music Systems for Unreal
Engine 4 (Rob Hamilton)
  For artists and designers seeking to build software-based dynamic and
procedural audio and music systems, Epic Games' Unreal 4 gaming engine
offers a robust and battle-tested codebase optimized for real-time
multi-user interaction. Capable of rendering visual assets with astonishing
clarity and realism, Unreal 4 also boasts native Open Sound Control (OSC)
support, as well as a suite of native procedural audio components for
real-time audio synthesis. This workshop will explore the use of Unreal
Engine 4 for building interactive musical systems using Unreal's Blueprint
workflow programming environment, OSC, and Unreal's own synthesis
components"



*Yann Orlarey*
Directeur scientifique/Scientific director


orla...@grame.fr <x...@grame.fr> T : +33 (0) 4 72 07 37 00
GRAME - Centre national de création musicale
11 cours de Verdun Gensoul | 69002 Lyon
www.grame.fr | facebook <https://www.facebook.com/Gramelyon/> | instagram
<https://www.instagram.com/grame_cncm/> | twitter
<https://twitter.com/GRAME_LYON>
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