Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2011


View larger image
 


QTY:

Sound Synthesis in CRACKDOWN 2 and Wave Acoustics for Games
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC11-12170
Statistics
Description
Sound Synthesis in CRACKDOWN 2 and Wave Acoustics for Games
SPEAKER/S: Nikunj Raghuvanshi (Microsoft Research)
DAY / TIME / LOCATION: Friday 2:00- 3:00 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Lecture
DESCRIPTION: Present-day game audio technology is almost entirely based on using preset sound banks and reverb filters. These techniques require tedious effort and have a hard time handling the sheer variety of situations that can arise during a game. A natural solution is physics-driven sound.

This talk will consist of a discussion of two techniques:
Firstly, a physics-based procedural sound synthesis technique that was used in CRACKDOWN 2. A procedural model for an impact sound is extracted from its recording which is then used to synthesize a near-unlimited variety of subtle variations at runtime, eg. varied footsteps from a single footstep sound.

Secondly, a novel technique for sound propagation in games that uses precomputed wave simulation on game maps to handle scene-dependent effects such as smooth loudness reduction on occlusions/obstructions, sound scattering, sound focusing and realistic reverb.

TAKEAWAY: The talk will focus on two physics-driven sound techniques. Firstly, a novel technique for procedural sound synthesis that was used in CRACKDOWN 2. The technique can synthesize variations for impact sounds on the fly, by extracting the procedural, physically-based model from a single sound clip. Secondly, a wave-based sound propagation technique that can automatically compute environment-dependent acoustic effects such as obstruction, focusing, scattering and reverberation.
INTENDED AUDIENCE: Anyone interested in game audio. People with a physics background will enjoy it too, as this talk will be an interesting mix of audio and physics. Prerequisites knowledge: Very little will be assumed beyond a firm grasp of basic math. Understanding of signal processing and/or physics will help, but is not necessary.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.