Now that 2010 is closed out, I just wanted to take a second and round up a batch of links to various projects that I was involved with and get them all lumped into a 'splosion of game audio. Every single one of them was made better by the involvement of others, and for that I am thankful.
It is truly a beautiful thing to work along side such creative individuals and to be able to share the common goal of engaging people in the art of sound. I hope that the new year comes with new prospect, and that you will all continue to shape and inform the future of interactive sound to the fullest.
Best to all in 2011!
Audio Implementation Greats
Audio Implementation Greats #10: Made for the Metronome
Audio Implementation Greats #9: GRAW 2 MP: Dynamic Wind System
Audio Implementation Greats #8: Procedural Audio Now
Audio Implementation Greats #7: Physics Audio [Part 2]
Audio Implementation Greats #6: Physics Audio [Part 1]
Audio Implementation Greats #5: Ambient – The Hills are Alive
Audio Implementation Greats #4: De’ Bug and the DSP Sound-Bomb
Audio Implementation Greats #3: Crackdown – Realtime Worlds
Audio Implementation Greats #2: Audio Toolsets [Part 2]
Audio Implementation Greats #1: Audio Toolsets [Part 1]
Game Audio Podcast
Game Audio Podcast #7: Mushroom Men - Made for the Metronome
Game Audio Podcast #6: Independent Sound Libraries
Game Audio Podcast #5: Mini-Episode
Game Audio Podcast #4: Procedural Game Audio
Game Audio Podcast #3: Interactive & Dynamic Music
Game Audio Podcast #2: Footsteps & Foley, Design & Integration
Game Audio Podcast #1: Ready, Set, GO!
Lost Chocolate Blog
AES 2010: game Audio Track Wrap
Procedural Sound Now [LINKS]
Content is King - Rise of the Independent Sound Library
“Game Audio Basics” March Issue of Mix Magazine
Footsteps – Informal Game Sound Study
The Next Big Steps In Game Sound Design - Gamasutra
Conan - Melee System Overview
Game Audio Relevance
Game Audio Relevance 005
Game Audio Relevance 004
Game Audio Relevance 003
Game Audio Relevance 002
Game Audio Relevance 001
(I kindof felt like I was busy this year, but the above only represents my un-billable hours)
Games Shipped
Back to the Future: Episode 1
Poker Night at the Inventory
Star Wars: The Force Unleashed II
Sam & Max: Devil's Playhouse
Puzzle Agent
CSI: Crime Scene Investigation - Deadly Intent
Wow, just wow.
Future
GDC 2011 Speaker: Footsteps - Informal Sound Study
Hope to see you soon!
-lcl
Showing posts with label Game Audio Podcast. Show all posts
Showing posts with label Game Audio Podcast. Show all posts
Monday, January 03, 2011
Friday, September 24, 2010
Procedural Sound Now! [LINKS]
Procedural Sound is a topic that I feel has a great potential to solve some of the challenges facing game audio. Whether it's the dynamic composition of music in real-time, geometric sound propagation modeling , or harnessing already available simulations to create approximations of sound using synthesis, there exists a tremendous amount of solutions to the problems of how to make our virtual worlds more directly reactive and immersive. It's with optimism that I set upon trying to raise awareness of some of these techniques and technologies available outside the confines of console specific runtimes. It's my hope that by looking outside of our industry we can catch a glimpse of the future for game audio, and set our sights on some new ways to provide engaging, dynamically reactive, and emotionally resonating interactive sound.
In a companion article entitled "Procedural Sound Now!" at DesigningSound.org as part of the Audio Implementation Greats series, I've made a case for a return to the formative years of game audio with an eye towards new developments in synthesis and procedural. The article wraps with a QA with three audio professionals working with procedural sound in some capacity.
This post is an attempt to round up the cadre of links I was able to unearth in relation to the article. You'll get a bit of sound modeling, some procedural, a bit of music, white papers, and research materials. Keep an eye on this space over time, as I hope to keep adding to this list as a resource for people who are interested in new developments and articles. Please send along any further suggestions or post below in the comments section.
Additionally we have released Game Audio Podcast Episode 4: Procedural Game Audio - Head over and subscribe via iTunes and give it a listen!
It's taken the help of many dedicated sound professionals to bring to light and assemble the different pieces of the puzzle. My deepest thanks and gratitude go to: Anton Woldhek, Karen Collins, Andy Farnell, David Thall, Mads Lykke, Francois Thibault, and all of the inspirational audio futurists pushing the envelope.
Andy Farnell:Andy Farnell: Audio, code and tutorials on synthesis
(See links section for additional jumps)
Andy Farnell: Synthetic game audio with Puredata
Andy Farnell: An Intro to Procedural Audio in Games
Andy Farnell: Designing Sound
Stefan BilbaoStefan Bilbao: Conference Proceedings
Stefan Bilbao: Numerical Sound Synthesis
Kees van den DoelKees van den Doel: Publications
Sounds of Shapes
Mark GrimshawMark Grimshaw: Publications
Game Sound Technology and Player Interaction: Concepts and Developments
Dylan Menzies:Dyland Menzies: Publications
Phya: Physical Audio for Virtual Worlds
Phya and VFoley, Physically Motivated Audio for Virtual Environments
General:Procedural Audio.com Papers
Nicolas Fournell
Leonard Paul: Video Game Audio
Cosyne Synthesis Engine
USO: Generative Music: an interview with Peter Chilvers
Create a scalable and creative audio environment: middleware project PLAY ALL
Procedural Audio for Game using GAF
Master of Sound: Automatic Sound Synthesis from Fluid Simulation
FOLEYAUTOMATIC: Physically-based Sound Effects for Interactive Simulation and Animation
Audiokinetic: Sound Seed
FMOD Designer
Princeton SoundLab: Publications
Banded Waveguides and Propagation Modeling: Efficient Physical Models of Solid Objects
A Brief Overview of Physical Modeling
Perry Cook: Real Sound Synthesis for Interactive Applications
Procedural Audio in Computer Games by Mads Lykke
Sound Synthesis in Game - MuCell
Realistic Real-Time Sound Re-Synthesis and Processing for Interactive Virtual Worlds
Spore:
Brian Eno with Wright on Spore and Generative Systems
Spore Anthem Creator Tutorial
Spore City Music Planner from GDC 08
Aaron Mcleran: Procedural Music for Spore
The Beat Goes on: Dynamic Music in Spore
The Generation of Procedural Generation
Liveblogging Procedual Music in Spore @ GDC08
Audio Interview with Cyril Saint Girons (Audio Engineer)
Brian Eno: Before and After Darwin
Brian Eno: Generative Music
GAMMA:Geometric Algorithms for Modeling, Motion, and Animation
GAMMA - Projects Overview: Sound Synthesis and Propagation
SIGGRAPH 2009: Interactive Sound Rendering Presentations and Proceedings
Symphony: Interactive Sound Synthesis for Large Scale Environments
Synthesizing Contact Sounds Between Textured Objects
Sounding Liquids: Automatic Sound Synthesis from Fluid Simulation
AD-Frustum: Adaptive Frustum Tracing for Interactive Sound Propagation
Efficient and Accurate Numerical Simulation of Sound Propagation
Precomputed Wave Simulation for Real-Time Sound Propagation of Dynamic Sources in Complex Scenes
Next Generation Virtual Musical Instruments Using Multi-touch Interfaces
Interactive Sound Propagation in Dynamic Scenes Using Frustum Tracing
Fast Edge-Diffraction for Sound Propagation in Complex Virtual Environments
An efficient time-domain solver for the acoustic wave equation on graphics processors
Fast Geometric Sound Propagation with Finite Edge Diffraction
RESound: Interactive Sound Rendering for Dynamic Virtual Environments
Direct-to-Indirect Acoustic Radiance Transfer
Cornell
Sound Rendering for Physically Based Simulation
Rigid-Body Fracture Sound with Precomputed Soundbanks
Harmonic Shells: A Practical Nonlinear Sound Model for Near-Rigid Thin Shells
New Scientist: Virtual crashes and clatters get real
Crash, bang, rumble! Bringing noise to virtual worlds
Harmonic Fluids
Other:Fast Modal Sounds with Scalable Frequency-Domain Synthesis
Precomputed Acoustic Transfer: Output-sensitive, accurate sound generation for geometrically complex vibration sources
I hope that get's you started on the wide world of Procedural Sound and Synthesis.
If you have any additional suggestions for links to interesting materials please drop a line or comment.
Proceduraly yours,
-lcl
Monday, November 30, 2009
Game Audio Podcast Launched!
Anton Woldek and I have recently Launched the Game Audio Podcast.
The general premise of the Game Audio Podcast is to provide an entertaining perspective into our little corner of the world, and shed some light on the challenges we're all facing through discussion topics, industry related news, the game audio showroom, gear news, and special guests.
The idea came from discussions that get started at conventions, in sessions, on forums, and in chat rooms throughout the year. Often we would find ourselves talking with peers about general concepts, techniques, creative solutions to limitations...and we found that, for us, it wasn't enough to just touch base once and awhile and throw around our experiences and opinions.
Our goal is to extend some of those conversations and share the idea’s and thoughts that come from mixing up a diverse group of professionals and engage them in a topical discussion.
Hopefully we will succeed in bringing together some good conversations!
Tune in, and let us know what you think!
-lcl
Subscribe to:
Posts (Atom)



