*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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