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Procedural Audio for Video Games: Are we there yet?
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SKU GDC10-10285
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Description
Procedural Audio for Video Games: Are we there yet?
Speaker: Nicolas Fournel (Principal Audio Programmer, Sony Computer Entertainment Europe)
Date/Time: Friday (March 12, 2010) 1:30pm — 2:30pm
Location (room): Room 112, North Hall
Track: Audio
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
Explosion of content, non-repetitive sound effects, need for interactive music: these are some of the challenges the game industry faces today to provide a better audio experience. Procedural audio is a compelling solution to all these problems and the computational power of the new generation of consoles certainly allows for in-game real-time sound synthesis. But are we ready for it? After defining procedural audio in the context of video games, this presentation examines each step of its implementation during the production cycle and the challenges associated with it. Topics addressed range from design choices to typical game sound models, and from tools and engines requirements to quality assurance.

Intended Audience
This lecture is intended for audio directors, sound designers, audio programmers and anyone wishing to become more familiar with procedural audio in the context of video games. A general knowledge of how sound is currently implemented in games is required, as well as a basic understanding of what sound synthesis is.

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