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References

Personnel (a few of them)

Composers and researchers in videogame music, generative and adaptive music:

Sound effects in video games and many more:

Procedural Audio/music in Games/Apps/installations and more (some examples)

  • Fract which uses PureData with Libpd as sound engine;
  • GTA V and its RAGE audio engine: Alastair MacGregor's talk and slides. Assets and memory, Vehicles granular engine, Procedural audio Synthetizer tool;
  • Smule's Leaf Trombone, Ocarina, etc...;
  • Julius Smith's moForte software house develops a series of physical model based apps like GeoShred, moForte guitars and more;
  • Pugs Luv Beats a game by Lucky Frame (Yann Seznec) with PureData embedded inside w/ help from Peter Brinkmann libPD (gameplay);
  • Sim Cell by StrangeLoop. Listen to this podcast by Leonard J Paul, music and sound designer for the game, from the Sounding Out! magazine. This video shows how music and sound where crated;
  • Vessel by StrangeLoop uses a custom adaptive music system. See this talk by Leonard J Paul @ GDC 2012;
  • Spore;
  • Revheadz's engine sound apps;
  • SDL (Sound Design Lab) is a small company specialized in researching the field of engine sound. RealEngineSim and Vehicle Sound Simulator, Ride Yamaha or Trans4motor are only a few of their software products. They make use of procedural techniques to recreate realistic sound of a variety of engines (as stated in this interview by Osamu Maeda, the SDL director);
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Procedural Audio in other fields

A possible example of this kind of synthesis is the Arturia True Analog Emulation (TAE) technology, used in software plug-ins by the company like the mini V or the arp-2600. Line6 Pod product, for example, implements a sound engine which simulate a lot of preamps, cabinets and room acoustics. Acustica-Audio also uses a lot of interesting technology inside their plugins: Nebula3 for example, which "is a multi-effect plug-in that is able to emulate and replicate several types of audio equipment and uses libraries which are created using a sophisticated “sampling approach” making it possible to “record” aspects of the sound of audio devices and play them back". AudioThing;

We can find the same concepts in many others software and hardware products like virtual instruments by Togu Audio Line (Tal), effects by The Audio Thing, Native Instruments B4, and more...

Other examples can be:

  • Hardware instruments and Expanders: see (ex)GEM DRAKE technology;
  • qiano a physical modeled piano!
  • setBfree, a DSP tonewheel organ emulation;
<iframe src="https://player.vimeo.com/video/130633814" width="100%" height="242" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
  • hexter a Yamaha DX7 emulator for GNU/Linux by Sam Bolton;
  • aeolus, Aeolus is a synthesised pipe organ emulator;

Tools (a few of them)

Other tools of interest:

  • Ircam softwares;
  • VCV Rack modular synthetizer;
  • GNU/Linux instrument and plugin by Zita;
  • Intermorphic, a company with many years of experience in building generative music apps and sound engines. Koan, Noatikl, Liptikl, Mixtikl, Wotja are only a few of the software they developed;

Tools for development:

Trakers and places where to find .mod files, listen to chiptune music:

Assets

.. and other videogame resources/tutorials:

Audio Assets:

Courses, MOOCs & tutorials

Books

Books about music, sound effects and sound topics in general:

Other books of interest:

Talks, references and other materials




Other interesting researches

Emulators, retro stuff

CC music:

Interactive audio

Music Tools / Algorithmic music tools

Can I use [tool name] on [OS type] ?

| engine / middleware / tool | Linux | Mac OS X | Windows | | Pure Data | Yes | Yes | Yes | | Unity3D editor | yes | yes | yes | | Wwise SDK | yes | yes | yes | | Wwise editor | No | Yes | Yes | | Fmod API and lib | yes | yes | yes | | Fmod editor | no | yes | yes | | AGS (Adventure Game Studio) - editor | no (must use Wine and/or winetricks)| no | yes | | AGS (Adventure Game Studio) - runtime engine | yes | no | yes | {: class="reference-table"}

Can I integrate [middleware name] inside [game engine name]?

| middleware/tool | Unity3D | Unreal | | Wwise | yes | yes | | Fmod | yes | yes | {: class="reference-table"}


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Historical background

  • late '70 - Atari 2600: 2 voice of synthetized sound: space invaders sound

  • AY-3-8910 arcade games of that era

  • from text based adventure games to graphical adventures Computer Chronicles

ken and Roberta Williams

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Conferences

  • Audio Mostly

Other stuff

  • A system to create synthetic engine sound for electric/hybrid car: Harman Halosonic

VRDC 2016 - Virtual Reality and Real Audio GDC Eu 2015 - Oh My! That Sound Made the Game Feel Better! GDC 2015 - Audio Bootcamp : Advanced Composition Techniques for Adaptive Systems by Winifred Phillips http://www.gdcvault.com/play/1021813/Audio-Bootcamp-Audio-Gigs-How http://www.gdcvault.com/play/1021815/Audio-Bootcamp-Dialogue Audio Bootcamp : Introduction (10-10:10am)/Sound Design the Bungie Way: The Weapons of Destiny Audio Bootcamp : Technical Sound Design http://www.gdcvault.com/play/1022315/The-Neuroscience-of-Game Working in Games: Sound Design at Pinewood Studios

Tips & Tricks

  • don't use the .mp3 file format if you need your file to loop smoothly. Mp3 format adds data chunks at the end of the file so, when played back, you can heard an interruption. Instadd use the .ogg file format: it has the same dimensions of the .mp3 version but it is better in terms of looping!

Video game sound and music

(ref. Karen Collins)

  • Storia dell'audio nelle varie console/videogiochi:

  • MIDI

  • iMUSE

  • Amiga (mod format) [Storia del game sound]

  • Game audio oggi - figure professionali, modalità di lavoro e documenti di lavoro (ref Adams):

  • pre, pro, post

  • sample music cue sheet

  • dialogue cue sheet

  • sound design assets list

  • pop in VG

  • funzione del game audio

  • grado di interattività in audio dinamico

  • immersione e costruzione del reale

  • approcci compositivi a musica dinamica in VG

  • non-linearità nei VG

  • approcci a variabilità in VG

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