AudioSIG28Nov2011
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AudioSIG28Nov2011

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AudioSIG28Nov2011 AudioSIG28Nov2011 Presentation Transcript

  • Intro to Procedural Audio for Video Games Michael Rose mir@imm.dtu.dk Nov 28, 2012Tuesday, November 29, 2011
  • Topics • Who • What • Why • How • PlayTuesday, November 29, 2011
  • My background • Wander through sciences • Mistaken for engineer • Early multimedia industry • Back to DTU and DADIU • make ‘wooden’ music, michaelgrose.netTuesday, November 29, 2011
  • A Unity-Max/MSP Example Procedural Audio in Unity’s Bootcamp Demo and the relevant forum thread And an adaptive music exampleTuesday, November 29, 2011
  • Why Procedural? • Samples take lots of time to make, adapt and integrate • Pre-recorded music gets repetitive, fixed sound palette • Audio takes lots of space (esp. for smart phone games) • Audio experience is not as interactive and adaptive as the rest of the game experienceTuesday, November 29, 2011
  • Inspiration Live Coding - programming audio as performance art shows some of the possibilities. The BBC explains. Digital music toys, such as OtomataTuesday, November 29, 2011
  • Supercollider • Programming language and environment designed for real time audio • Started in 1996 by James McCartney, now an open source project • Smalltalk object structure, C style syntax, functional properties (1st class functions, and more) • Download it from supercollider.sourceforge.netTuesday, November 29, 2011
  • Client - Server Structure Separation gives lots of flexibility, plus many different language interfaces on the client sideTuesday, November 29, 2011
  • Plays nice with othersTuesday, November 29, 2011
  • Let’s take a test drive • Look at the install folder • A good tutorial set • Designing Sound examples (based on the procedural work of Andy Farnell)Tuesday, November 29, 2011
  • Supercollider and Unity • Early days, work being done Tinus, discussed in this forum thread • But he needs to be able to turn off FMOD.Tuesday, November 29, 2011
  • Let’s Have FunTuesday, November 29, 2011