[music-dsp] Thesis topic on procedural-audio in video games?

2013-03-07 Thread verron charles
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
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[music-dsp] Thesis topic on procedural-audio in video games?

2013-03-05 Thread Danijel Domazet
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


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Re: [music-dsp] Thesis topic on procedural-audio in video games?

2013-03-05 Thread David Olofson
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


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 dupswapdrop -- the music-dsp mailing list and website:
 subscription info, FAQ, source code archive, list archive, book reviews, dsp 
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--
//David Olofson - Consultant, Developer, Artist, Open Source Advocate

.--- Games, examples, libraries, scripting, sound, music, graphics ---.
|   http://consulting.olofson.net  http://olofsonarcade.com   |
'-'
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Re: [music-dsp] Thesis topic on procedural-audio in video games?

2013-03-05 Thread Alan Wolfe
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
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 --
 //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
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subscription info, FAQ, source code archive, list archive, book reviews, dsp 
links
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