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Storefront > GDC Vault Store - Audio Recordings > GDC 2007
Advanced Granular Synthesis for Next Generation Games
Speakers: Leonard Paul
Track: Audio
Format: Lecture
Experience Level: Advanced
Description: Granular synthesis is a relatively recent method of sound generation which allows for sampled sound to be warped in real-time to allow pitch to change independently of tempo among other audio effects. It has not been commonly used with the current iteration of game platforms due to its relatively costly DSP overhead and number of voices required. With the new generation of game platforms, these limitations will be relaxed allowing for the increased possibility of real-time granular synthesis in games. The use of real-time granular synthesis in games gives the video game audio artist a host of new tools to fight the repetitive nature of sampled sounds. Granular synthesis code to generate and enhance engines, dialog, weapon effects, crowds and music are demonstrated and examined.
Idea Takeaway: This presentation builds upon the GDC 2006 lecture granular synthesis lecture. Code examples and audio examples show attendees how to take control of the capabilities of granular synthesis in their own games and sound libraries.
Intended Audience: This is an advanced talk for game audio coders and game sound designers wanting to utilize real-time granular synthesis in their games. This talk will build upon concepts first explored in the GDC 2006 talk about granular synthesis, but attendees with a familiarity in granular synthesis will have no difficulties gaining the most out of this lecture.
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