[music-dsp] Thesis topic on procedural-audio in video games?
Talking about procedural audio for games, we recently posted this on the auditory-list, which may be of interest to music-dsp members : People working with environmental sounds may be interested in downloading our synthesizer, recently made available for research purposes. The synthesizer was designed to simulate wind, rain, footsteps, waves and fire sounds, with real-time control of source physics (e.g., rain intensity, wave size, etc.) and spatial properties (3D position and spatial extension). It is compatible with standard loudspeaker setups and headphones (binaural rendering). The synthesizer is available as a standalone application for Mac and Windows. We hope it can be useful to some of you, e.g., for creating stimuli in virtual environments, testing sound classification/processing algorithms, interactive sound installations, etc. The application and related publications are available here: www.charlesverron.com/spad Regards, Charles Verron postdoctoral researcher at CNRS-LMA www.charlesverron.com -- dupswapdrop -- the music-dsp mailing list and website: subscription info, FAQ, source code archive, list archive, book reviews, dsp links http://music.columbia.edu/cmc/music-dsp http://music.columbia.edu/mailman/listinfo/music-dsp
[music-dsp] Thesis topic on procedural-audio in video games?
Hi mdsp, We need a masters thesis topic on procedural audio in video games. Does anyone have any good ideas? It would be great if we could afterwards continue developing this towards a commercial products. Any advice most welcome. Thanks! Danijel Domazet LittleEndian.com -- dupswapdrop -- the music-dsp mailing list and website: subscription info, FAQ, source code archive, list archive, book reviews, dsp links http://music.columbia.edu/cmc/music-dsp http://music.columbia.edu/mailman/listinfo/music-dsp
Re: [music-dsp] Thesis topic on procedural-audio in video games?
Well, I've been doing a bit of that (pretty basic stuff so far, aiming at a few kB per song) - but all I have is code; two Free/Open Source engines; that are used in two games (all music and sound effects) I'm working on. No papers, and unfortunately, not much documentation yet either. Audiality (The latest release is not currently online, though the unnamed official version is part of Kobo Deluxe: http://kobodeluxe.com/) The old Audiality is all off-line modular synthesis and a simple realtime sampleplayer driven by a MIDI sequencer. No samples - it's all rendered at load time from a few kB of scripts. Gameplay video of Kobo Deluxe (sound effects + music): http://youtu.be/C9wO_T_fOvc Some ancient Audiality examples (the latter two from Kobo Deluxe): http://olofson.net/music/a1-atrance2.mp3 http://olofson.net/music/a1-trance1.mp3 http://olofson.net/music/a1-ballad1.mp3 ChipSound/Audiality 2 http://audiality.org/ Audiality 2 is a full realtime synth with subsample accurate scripting. The current version has modular voice structures (resonant filters, effects etc), but the Kobo II songs so far are essentially 50-100 voice chip music, using only basic geometric waveforms and noise - mono, no filters, no effects, no samples, nothing pre-rendered. ChipSound/Audiality 2 (the Kobo II tracks and the A2 jingle): https://soundcloud.com/david-olofson David On Tue, Mar 5, 2013 at 9:08 AM, Danijel Domazet danijel.doma...@littleendian.com wrote: Hi mdsp, We need a masters thesis topic on procedural audio in video games. Does anyone have any good ideas? It would be great if we could afterwards continue developing this towards a commercial products. Any advice most welcome. Thanks! Danijel Domazet LittleEndian.com -- dupswapdrop -- the music-dsp mailing list and website: subscription info, FAQ, source code archive, list archive, book reviews, dsp links http://music.columbia.edu/cmc/music-dsp http://music.columbia.edu/mailman/listinfo/music-dsp -- //David Olofson - Consultant, Developer, Artist, Open Source Advocate .--- Games, examples, libraries, scripting, sound, music, graphics ---. | http://consulting.olofson.net http://olofsonarcade.com | '-' -- dupswapdrop -- the music-dsp mailing list and website: subscription info, FAQ, source code archive, list archive, book reviews, dsp links http://music.columbia.edu/cmc/music-dsp http://music.columbia.edu/mailman/listinfo/music-dsp
Re: [music-dsp] Thesis topic on procedural-audio in video games?
Howdy! I think kkrieger, the 96KB first person shooter uses procedural audio: http://www.youtube.com/watch?v=KgNfqYf_C_Q i work in games myself and was recently talking to an audio engineer (the non programming type of engineer) who has a couple decades of experience about procedural sound effects. He was saying that he hasn't seen anything that great in this respect other than footstep sounds and sometimes explosions. If you think about it, that makes a lot of sense because even in synthesized music (or MIDI let's say), the only stuff that really sounds that realistic is percussion. That being said, FM synthesis is kind of magical and can make some interesting and even realistic sounds :P my 2 cents! On Tue, Mar 5, 2013 at 1:35 AM, David Olofson da...@olofson.net wrote: Well, I've been doing a bit of that (pretty basic stuff so far, aiming at a few kB per song) - but all I have is code; two Free/Open Source engines; that are used in two games (all music and sound effects) I'm working on. No papers, and unfortunately, not much documentation yet either. Audiality (The latest release is not currently online, though the unnamed official version is part of Kobo Deluxe: http://kobodeluxe.com/) The old Audiality is all off-line modular synthesis and a simple realtime sampleplayer driven by a MIDI sequencer. No samples - it's all rendered at load time from a few kB of scripts. Gameplay video of Kobo Deluxe (sound effects + music): http://youtu.be/C9wO_T_fOvc Some ancient Audiality examples (the latter two from Kobo Deluxe): http://olofson.net/music/a1-atrance2.mp3 http://olofson.net/music/a1-trance1.mp3 http://olofson.net/music/a1-ballad1.mp3 ChipSound/Audiality 2 http://audiality.org/ Audiality 2 is a full realtime synth with subsample accurate scripting. The current version has modular voice structures (resonant filters, effects etc), but the Kobo II songs so far are essentially 50-100 voice chip music, using only basic geometric waveforms and noise - mono, no filters, no effects, no samples, nothing pre-rendered. ChipSound/Audiality 2 (the Kobo II tracks and the A2 jingle): https://soundcloud.com/david-olofson David On Tue, Mar 5, 2013 at 9:08 AM, Danijel Domazet danijel.doma...@littleendian.com wrote: Hi mdsp, We need a masters thesis topic on procedural audio in video games. Does anyone have any good ideas? It would be great if we could afterwards continue developing this towards a commercial products. Any advice most welcome. Thanks! Danijel Domazet LittleEndian.com -- dupswapdrop -- the music-dsp mailing list and website: subscription info, FAQ, source code archive, list archive, book reviews, dsp links http://music.columbia.edu/cmc/music-dsp http://music.columbia.edu/mailman/listinfo/music-dsp -- //David Olofson - Consultant, Developer, Artist, Open Source Advocate .--- Games, examples, libraries, scripting, sound, music, graphics ---. | http://consulting.olofson.net http://olofsonarcade.com | '-' -- dupswapdrop -- the music-dsp mailing list and website: subscription info, FAQ, source code archive, list archive, book reviews, dsp links http://music.columbia.edu/cmc/music-dsp http://music.columbia.edu/mailman/listinfo/music-dsp -- dupswapdrop -- the music-dsp mailing list and website: subscription info, FAQ, source code archive, list archive, book reviews, dsp links http://music.columbia.edu/cmc/music-dsp http://music.columbia.edu/mailman/listinfo/music-dsp