Procedural Audio & Sound Design for Video Games ! ! ! ! ! â¨ â¨ â¨ â¨ â¨ ! Adrian Furdui Date : 15/08/2014 Word Count: 3312 ! !
Declaration ! I hereby declare that I wrote this written assignment on my own and without the use of any other than the cited sources and tools and all explanations that I copied directly or in their
sense are marked as such, as well as that the dissertation has not yet been handed in neither in this nor in equal form at any other official commission. !
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Abstract ! This paper explains what Procedural Audio is and its applications, it contains a brief introduction to Pure Data which is one of the softwares with which it is possible to program audio within. The process of designing sound is explained, pointing out the main differences between the traditional way of doing it and doing it using procedural audio. This approach has been criticised for many years and the reasons have not changed much in time, in this paper its limitations and advantages will be explained. Examples of procedural audio used in video games will be provided in order to understand how the industry is reacting to it. The goal of this research is to find out whether Procedural Audio is going to become a standard, at least for game audio, or if it is going to remain in the shadows because of its complexity and all the problems it presents.
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Table of contents ! ! Introductionâ¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦. 1
What is Pure Dataâ¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦â¦ 2
Limitations of Procedural...