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PHYSICS-BASED SOUND
SYNTHESIS FOR VIDEO GAME
ENVIRONMENTS
ERIN BRYSON
MENTORS: EDGAR BERDAHL & MARC AUBANEL
JULY 26, 2016
CCT REU
PROJECT OVERVIEW
• Traditionally, sound effects in video games consist of pre-recorded sounds
• Synth-A-Modeler (SaM) allows users to create physical models that can be compiled
to creating code that generates sound based on changeable physical variables,
such as mass.
• By placing generated C++ code into a native plugin, Unity can utilize the computed
sound data.
• An interface can be made to directly change the values of each physical
component of the model from within Unity.
WHAT IS SYNTH-A-MODELER?
• Open-source modular environment for designing physical models
composed of:
• Virtual strings
• Masses
• Ground
• Resonators
• Port
• Various touch links
• Audio Output
• Display
• Models can be used for:
• Synthesizing sound
• Haptic Feedback
• Visual feedback
• Compiled via the Faust (Functional AUdio STream) programming
language into a wide range of targets for musical applications
SYNTH-A-MODELER
TARGETS
FOOTSTEP MODEL USED
FROM SYNTH-A-MODELER TO UNITY
Model
Specification
File
MDL
Faust
DSP
File
Generic
CPP
File
Native
Plugin
SaM
Compiler
Faust
Compiler
G++
Compiler
C#
Script
Game
Object
Animations
Animator
Game
Object
• Step by step process of converting a physical
model in SaM into a useable C++ code for a
native plugin
• Information is passed back and forth
between the native plugin and C# script
within Unity
• For game objects that rely on Unity’s physics
engine for behavior, game object animations
and an animator is not necessary to utilize
the plugin.
• Unity uses Microsoft .NET Framework for
interoperability between C-Family languages
THE RESULT
GENERAL DISCUSSION
Current Limitations:
• Interface must be manually created within a game object’s C# scripting
component
• Physical Models are currently made outside of Unity
• DSP files cannot be directly used within Unity
Goals for the Future
• Automate user interface creation
• Integrate the graphical interface of Synth-A-Modeler into Unity, allowing
users to create models from within
• Get Unity to accept and utilize DSP files
REFERENCES
• Synth-A-Modeler Syntax For Version 1.0,
Berdahl, Edgar, 4 July 2015.
• https://docs.unity3d.com/Manual/
• http://msdn.Microsoft.com/en-US/
QUESTIONS?

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BrysonErin_CCTREU2016_FinalPresentation

  • 1. PHYSICS-BASED SOUND SYNTHESIS FOR VIDEO GAME ENVIRONMENTS ERIN BRYSON MENTORS: EDGAR BERDAHL & MARC AUBANEL JULY 26, 2016 CCT REU
  • 2. PROJECT OVERVIEW • Traditionally, sound effects in video games consist of pre-recorded sounds • Synth-A-Modeler (SaM) allows users to create physical models that can be compiled to creating code that generates sound based on changeable physical variables, such as mass. • By placing generated C++ code into a native plugin, Unity can utilize the computed sound data. • An interface can be made to directly change the values of each physical component of the model from within Unity.
  • 3. WHAT IS SYNTH-A-MODELER? • Open-source modular environment for designing physical models composed of: • Virtual strings • Masses • Ground • Resonators • Port • Various touch links • Audio Output • Display • Models can be used for: • Synthesizing sound • Haptic Feedback • Visual feedback • Compiled via the Faust (Functional AUdio STream) programming language into a wide range of targets for musical applications
  • 6. FROM SYNTH-A-MODELER TO UNITY Model Specification File MDL Faust DSP File Generic CPP File Native Plugin SaM Compiler Faust Compiler G++ Compiler C# Script Game Object Animations Animator Game Object • Step by step process of converting a physical model in SaM into a useable C++ code for a native plugin • Information is passed back and forth between the native plugin and C# script within Unity • For game objects that rely on Unity’s physics engine for behavior, game object animations and an animator is not necessary to utilize the plugin. • Unity uses Microsoft .NET Framework for interoperability between C-Family languages
  • 8. GENERAL DISCUSSION Current Limitations: • Interface must be manually created within a game object’s C# scripting component • Physical Models are currently made outside of Unity • DSP files cannot be directly used within Unity Goals for the Future • Automate user interface creation • Integrate the graphical interface of Synth-A-Modeler into Unity, allowing users to create models from within • Get Unity to accept and utilize DSP files
  • 9. REFERENCES • Synth-A-Modeler Syntax For Version 1.0, Berdahl, Edgar, 4 July 2015. • https://docs.unity3d.com/Manual/ • http://msdn.Microsoft.com/en-US/