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Intro to Procedural
                 Audio for Video Games
                             Michael Rose
                             mir@imm.dtu.dk
                              Nov 28, 2012




Tuesday, November 29, 2011
Topics

                   • Who
                   • What
                   • Why
                   • How
                   • Play

Tuesday, November 29, 2011
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
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
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
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
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
Client - Server Structure




          Separation gives lots of flexibility, plus many different
          language interfaces on the client side

Tuesday, November 29, 2011
Plays nice with others




Tuesday, November 29, 2011
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
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
Let’s Have Fun




Tuesday, November 29, 2011

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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
  • 9. Plays nice with others 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
  • 12. Let’s Have Fun Tuesday, November 29, 2011