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AudioSIG28Nov2011

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AudioSIG28Nov2011

  1. 1. Intro to Procedural Audio for Video Games Michael Rose mir@imm.dtu.dk Nov 28, 2012Tuesday, November 29, 2011
  2. 2. Topics • Who • What • Why • How • PlayTuesday, November 29, 2011
  3. 3. My background • Wander through sciences • Mistaken for engineer • Early multimedia industry • Back to DTU and DADIU • make ‘wooden’ music, michaelgrose.netTuesday, November 29, 2011
  4. 4. 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
  5. 5. 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
  6. 6. 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
  7. 7. 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
  8. 8. Client - Server Structure Separation gives lots of flexibility, plus many different language interfaces on the client sideTuesday, November 29, 2011
  9. 9. Plays nice with othersTuesday, November 29, 2011
  10. 10. 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
  11. 11. 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
  12. 12. Let’s Have FunTuesday, November 29, 2011

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