Several problems seem to stand against procedural game audio. Dynamically generated and synthetic sound is not a panacea, indeed there are areas where it fails and will never replace recorded sound. It still faces some practical software engineering issues, such as how to manage phasing in procedural methods alongside existing ones. Some of these to consider briefly are realism, cost, training, conflict with established methods and impediments to research and development.
For sound effects realism is an interesting issue because it seems to fall into the political rather than technical category. Extremely high realism is possible but it cannot be pursued until the political obstacles to further development are removed. Once games did not have super 3D graphics, early titles like Wolfenstein and Quake were basically box walled mazes covered in low resolution textures. Synthetic sound is stuck at an equivalent stage of development, mainly because it has been excluded and neglected for 15 years. However these early games competed in the same market as one of the most visually interesting releases ever made. Myst presented a series of 2D and layered 2D images that were hyper-realistic fantasy landscapes created in Photoshop and other art packages. It was a visually stunning achievement although the images were essentially photographic. Nobody ever said to the developers of 3D games in 1995, "look guys, these 3D graphics you're producing aren't very realistic, why don't you do it like Myst?". Having seen photo-realistic scenery they were not spoiled by it and understood the benefits of real-time interactive content even if it wasn't yet realistic. For sound effects there is a "last mile" problem. In synthetic sound there are many naysayers who complain that it "isn't very realistic". They have been spoiled by sampled sound (photographs) and unable to take the view that these photographs are limited, that absolute realism isn't the point and that if synthetic procedural sound had support, budgets and time to develop it would improve in exactly the same way that 3D graphics have over the years since there are no fundamental obstacles.
When it comes to the aesthetics of procedural music scores the issue is far more cloudy. It seems there are fundamental obstacles, hard AI problems which may never be solved. The procedural approach has no hard and fast metrics by which to judge its output[19]. Composer Pedro Camacho reduces the test to some simple old wisdom, "There are only two types of music, good and bad.", with procedural music falling into the latter. Bruce Jacob, a long time researcher and algorithmic composer offers a critique[15]in which the role of procedural music is considered as a tool for inspiration, or as a kind of desktop calculator for the composer, but not a substitute. As I understand it the problem is essentially that expert systems, neural networks and Markov machines can codify the knowledge of a real composer but they cannot exhibit what makes a real composer, creativity. Composer and producer Will Roget points out that some of the goals of composition cannot be codified at all, to develop a concept in ways that are "memorable and maybe even clever". We all recognise good music by these characters, even if we are unable to articulate why a piece is memorable or clever.
| Summary of pros and cons for Procedural Audio | |
| For | Against |
|---|---|
| Rapid growth of product size | Shortage of audio programmers |
| Demand for more interactivity | Established production methods |
| Increased processing power | Lack of development tool-chains |
| Deferred aesthetic settings | Outsourced content producers |
| Huge body of research potential | US market closed by patent trolls |
| Automatic physical parametrisation | Physics engines designed for graphics |
| Simpler asset management | No effective open DSP engines |
Andy Farnell