"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
AudioSIG28Nov2011
1. Intro to Procedural
Audio for Video Games
Michael Rose
mir@imm.dtu.dk
Nov 28, 2012
Tuesday, November 29, 2011
2. Topics
• Who
• What
• Why
• How
• Play
Tuesday, November 29, 2011
3. My background
• Wander through sciences
• Mistaken for engineer
• Early multimedia industry
• Back to DTU and DADIU
• make ‘wooden’ music, michaelgrose.net
Tuesday, November 29, 2011
4. A Unity-Max/MSP Example
Procedural Audio in Unity’s Bootcamp Demo
and the relevant forum thread
And an adaptive music example
Tuesday, November 29, 2011
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 experience
Tuesday, November 29, 2011
6. Inspiration
Live Coding - programming audio as performance art
shows some of the possibilities.
The BBC explains.
Digital music toys, such as Otomata
Tuesday, November 29, 2011
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.net
Tuesday, November 29, 2011
8. Client - Server Structure
Separation gives lots of flexibility, plus many different
language interfaces on the client side
Tuesday, November 29, 2011
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. 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