Real Time Sound Effects
Was just wondering if it is possible to produce real time sound effects. For example in a FPS, there would be different sounds procedurally created when a bullet collides with different kinds of material.
Has this already been done?
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Depends on what you mean by "procedurally created." It is not uncommon for games to have a large variety of base sounds which are then modified on the fly for certain situations. For example, calculating the sounds an airplane would make going overhead would be tough, but it's not nearly as difficult to, once you have a base plane sound, take into account the Doppler Effect. Making the sounds from scratch in real-time, however, would be very tough and I doubt it would create many benefits right now.
Disclaimer: I didn't do any research for this, just inferred it from experience in game and in game making.
Also, double posting is against forum rules. (But don't worry, you're not going to get banned for it.)
Disclaimer: I didn't do any research for this, just inferred it from experience in game and in game making.
Also, double posting is against forum rules. (But don't worry, you're not going to get banned for it.)
I suggest you check out Jessie Harlin's latest article in Game Developer Magazine where he talks exactly on this subject.
When he was working on The Force Unleashed, they wanted a generative sound system that was as varied and versatile as their damage system. However, they quickly were reminded that sound is something we recognize once our brain has interpretted audio data, and so they had to find a happy medium between full on samples and generative sound synthesis.
The big issue right now is that sound synthesis just isn't "there" when it comes to emulating all the sound effects we understand.
When he was working on The Force Unleashed, they wanted a generative sound system that was as varied and versatile as their damage system. However, they quickly were reminded that sound is something we recognize once our brain has interpretted audio data, and so they had to find a happy medium between full on samples and generative sound synthesis.
The big issue right now is that sound synthesis just isn't "there" when it comes to emulating all the sound effects we understand.
- [email=dan@musicianeer.com]Dan Reynolds[/email] (Composer|Music Implementer)
www.musicianeer.com
www.musicianeer.com
ooops i double posts. sorry, did not know that, my bad.
Ok well thanks for the replies.
I was thinking from scratch but yeah it would be rather difficult.
I will also try to look into that article from Jesse Harlin.
thanks
Ok well thanks for the replies.
I was thinking from scratch but yeah it would be rather difficult.
I will also try to look into that article from Jesse Harlin.
thanks
my Portfolio
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