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Storefront > GDC Vault Store - Audio Recordings > GDC 2007
Realtime Physically Based Sound Synthesis for Games
Speakers: Ming Lin, Nikunj Raghuvanshi
Track: Audio
Format: Lecture
Experience Level: All
Description: Today's games employ recorded clips for sound events, which are very repetitive. This lecture focuses on using physically based principles to simulate realistic impact and rolling sounds of objects in a typical game environment in realtime. The approach uses many perceptually based acceleration techniques, as a result of which it is capable of handling environments with upto a hundred sounding objects in realtime. For scenes with low complexity it takes about 10 percent of the CPU time. This approach is simple to understand and implement and will be demonstrated, and can be integrated quite easily with existing game engines.
Idea Takeaway: Attendees learn novel techniques which enable generating realistic physically based impact and rolling sounds for games, instead of recorded sound clips.
Intended Audience: Anyone interested in game audio, sound synthesis and/or physically based simulation. The lecture doesn't have any prerequisites except for some basic knowledge of physics, sound, and waves.
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