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Synopsis
An introduction to procedural audio and its application in computer games.
Andy Farnell
Date:
23 September 2007
Synopsis
What is procedural audio?
Recorded sound
Interactive, non-linear and adaptive sound
Sequenced sound
Synthetic sound
Generative sound
Stochastic sound
Algorithmic sound
An example of algorithmic sequence
Markov chains
AI sound
Expert systems
Neural networks
Cellular autonoma
Genetic algorithms
Defining procedural audio
Combining definitions
A brief history of procedural media
A brief history of game audio
Infancy of digital game audio
The Middle Ages
The Renaissance
Implementing procedural game audio
The state of the art
Game audio today
Switching
Sequence and randomisation
Blending
Grouping and buses
Real-time controllers
Localisation
Ambience
Attenuation and damping
Replication and alignment
Music dialogue and menus
Procedural alternatives
component construction
dynamic LOD
DSP chain reconfiguration
musical aspects
Forces driving procedural audio
Order of growth
Asset control
Data throughput
Deferred form
Object based
Variety
Variable cost
Factors against procedural audio
Aesthetic
Variable cost
Skills and tools
Industrial inertia
Software Patents
Summary of developmental factors
Who is developing procedural content?
Individuals
Ariza. C.
Casey, Michael
Collins. K.
Cook P.
Essl. K.
Farnell, A.J.
Holzmann. G.
Kry P.G.
Lee. C.
Pai. D
Marilungo C.
McCormick C.
Miranda. E.R.
Puckette, M.S.
Raghuvanshi. N.
Smith. J.O.
Van den Doel. K.
Commercial
Cycling74
Earcom
Native Instruments
Seer Systems.
Document PDF Link
Bibliography
About this document ...
Andy Farnell
http://obiwannabe.co.uk/