A Graph-Based Real-Time Spatial Sound Framework
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Audio Middleware the Essential Link from Studio to Game Design
AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer. -
Foundations for Music-Based Games
Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). MASTERARBEIT Foundations for Music-Based Games Ausgeführt am Institut für Gestaltungs- und Wirkungsforschung der Technischen Universität Wien unter der Anleitung von Ao.Univ.Prof. Dipl.-Ing. Dr.techn. Peter Purgathofer und Univ.Ass. Dipl.-Ing. Dr.techn. Martin Pichlmair durch Marc-Oliver Marschner Arndtstrasse 60/5a, A-1120 WIEN 01.02.2008 Abstract The goal of this document is to establish a foundation for the creation of music-based computer and video games. The first part is intended to give an overview of sound in video and computer games. It starts with a summary of the history of game sound, beginning with the arguably first documented game, Tennis for Two, and leading up to current developments in the field. Next I present a short introduction to audio, including descriptions of the basic properties of sound waves, as well as of the special characteristics of digital audio. I continue with a presentation of the possibilities of storing digital audio and a summary of the methods used to play back sound with an emphasis on the recreation of realistic environments and the positioning of sound sources in three dimensional space. The chapter is concluded with an overview of possible categorizations of game audio including a method to differentiate between music-based games. -
Educational Technology & Education Conferences #43 June
Educational Technology and Education Conferences for June to December 2020, Edition #43 Prepared by Clayton R. Wright, crwr77 at gmail.com, May 9, 2020 The 43rd edition of the conference list covers selected professional development opportunities that primarily focus on the use of technology in educational settings and on teaching, learning, and educational administration. Only listings until December 2020 are most complete as dates, locations, or Internet addresses (URLs) were not available for a number of events held after that date. In order to protect the privacy of individuals, only URLs are used in the listing as this enables readers of the list to obtain event information without submitting their e-mail addresses. A significant challenge during the assembly of this list is incomplete or conflicting information on websites and the lack of a link between conference websites from one year to the next. An explanation for the content and format of the list can be found at http://newsletter.alt.ac.uk/2011/08/why- distribute-documents-in-ms-word-or-openoffice-for-an-international-audience/. A Word or an OpenOffice format is used to enable people with limited or high-cost Internet access to find a conference that is congruent with their interests or obtain conference abstracts or proceedings. Consider using the “Find” tool under Microsoft Word’s “Edit” tab or similar tab in OpenOffice to locate the name of a particular conference, association, city, or country. If you enter the country “Australia” or place, such as “Hong Kong” in the “Find” tool, all conferences that occur in Australia or Hong Kong will be highlighted. -
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-Game Performance
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-game Performance Joseph David Rees-Jones PhD UNIVERSITY OF YORK Electronic Engineering July 2018 2 Abstract Multichannel audio is a term used in reference to a collection of techniques designed to present sound to a listener from all directions. This can be done either over a collection of loudspeakers surrounding the listener, or over a pair of headphones by virtualising sound sources at specific positions. The most popular commercial example is surround-sound, a technique whereby sounds that make up an auditory scene are divided among a defined group of audio channels and played back over an array of loudspeakers. Interactive video games are well suited to this kind of audio presentation, due to the way in which in-game sounds react dynamically to player actions. Employing multichannel game audio gives the potential of immersive and enveloping soundscapes whilst also adding possible tactical advantages. However, it is unclear as to whether these factors actually impact a player’s overall experience. There is a general consensus in the wider gaming community that surround-sound audio is beneficial for gameplay but there is very little academic work to back this up. It is therefore important to investigate empirically how players react to multichannel game audio, and hence the main motivation for this thesis. The aim was to find if a surround-sound system can outperform other systems with fewer audio channels (like mono and stereo). This was done by performing listening tests that assessed the perceived spatial sound quality and preferences towards some commonly used multichannel systems for game audio playback over both loudspeakers and headphones. -
CRYENGINE Audio Tutorial
Course Setup • Navigate the CRYENGINE interface, Editor, and tool set • Add ambient sounds • Link ambient sounds to changing time of day • Installing CRYENGINE Add audio triggers • Link sounds to character actions (footsteps, shooting, etc.) This course requires CRYENGINE 5.5.2 or higher. Here are the steps to install it: • Link sounds to particle effects 1. Download and install the free CRYENGINE Launcher from here by clicking This tutorial covers the use of FMOD Studio. Please refer to the online tutorial for on the Download button. Please note that you will need to create a free information on using SDL Mixer and FMOD. CRYENGINE account if you don’t already have one. If you need additional help creating your account, refer to our Installation Quick Start guide. 1. Start the Launcher and sign in to your CRYENGINE account. Course Workbook Conventions 2. Install the latest version of the engine using the Library > My Engines tab in To help you understand the text in this workbook, we have used the following for- the Launcher. matting conventions: • Important concepts are highlighted in bold, or refer to something you can do or click on: a button, entity, menu item, etc. • Nested items in menus or tool panels are separated with the right caret char- acter, e.g.: Tools > Level Editor > Create Object. • Concepts and goals are explained first, followed by the exactstep-by-step in- structions to achieve them. Tips about best practices look like this grey box. Pro Tip: This is a “pro tip” suggesting best practices or informing you about something of particular importance. -
PP-18-12-208- Removed.Pdf
ПРАВИТЕJIЬСТВО N{ОСКВЫ Д Е ПАР ТА М Е НТ П Р ЕДПРИ Н ИшIА-Т ЕЛ ЬС ТВА И ИННОВАЦИОННОГО РАЗВИТИЯ ГОРОДА МОСКВЫ прикАз 09 pts /o,,t/ х! п- //-// - Об утвержлении перечней и критериев соответствllя конгрессно-выставочных мероприятий, мелцународных конкурсов и фестивалей, рекламно- информационных площадок, оказывающих ус.пуги по продвиr(ению товаров, работ и услуг в информационно- телекоммуникационной сетп Интернет, торговых площадок по продажам товаров, работ и услуг и сервисов по доставке продуктов питания в пнформаuионно-теJIекоммуникационной сети Интернет В соответствии с постановлением Правительства Москвы от 18 апреля 2018 г. Jф З43-tIП <Об угверждении Порядка предоставления субсидий из бюджета города Москвы в целях возмещениrI части затрат, связанных с r{астием в конгрессно-выставочных мероприятиJIх)) и на основании приказа,Щепартамента предпринимательства и инновациоЕного развития города Москвы (далее -.Щепартамент) от 3 декабря 2018 г. Ns П-18-12-З8/8 (О распределении обязанностей между руководителем и заместителями руководителя .Щепартамента предпринимательства и инновационного развития города Москвы>> приказываю: l. Утвердить: 1.1. Перечень конгрессно-выставочных мероприятий, международньж конкурсов и фестивалей, затраты на r{астие в которых подлежат возмещению за счет средств субсидий, предоставJuIемых субъектам мчlлого и среднего предпринимательства (приложение l ). 1.2. Критерии соответствия коЕгрессно-выставочньIх мероприятий, международных конкурсов и фестивалей, затраты на )ластие в которых 2 подлежат возмещению за счgг средств субсидий, предоставляемьrх субъектам малого и среднего предпринимательства (приложение 2). 1.3. Перечень рекJIамно-информационных площадок, оказывающих услуги по продвижепию товаров, работ и услуг в информациоЕно- телекоммуникационной сети Интернет, затраты на продвижение на которых товаров, работ и услуг субъектов мЕlлого и среднего предпринимательства подлежат возмещению за счет средств субсидий (приложение 3). -
Scream -- Supercollider Resource for Electro-Acoustic Music
SCREAM – SuperCollider Resource for Electro-Acoustic Music Michael Leahy* *EGR & Recombinant Media Labs [email protected] Abstract efficient client/server based networking system for OSC communication, and hardware accelerated 2D/3D graphics SuperCollider3 is a major achievement for programmatic library support. real time audio synthesis. However, the adoption of SuperCollider3 has been limited to a small community due to it being a domain specific language/environment and the 2.1 High Level Language Support difficulty of using the tools provided in the default Scream is constructed in the Java programming distribution. The SuperCollider3 language is a powerful language. There are many benefits to using a high level tool to interact with the SuperCollider3 server, but requires language to connect to the SC3 Server. The first and the user to engage SuperCollider3 through a programming foremost benefit is that Java is an easy to understand and language. Scream is a high level component oriented mature object oriented language that supports rapid framework built in Java to interact directly with the component oriented development. Java also provides several SuperCollider3 server. Scream enables complete auxiliary APIs for networking, MIDI, graphics (Java2D, applications to be built with sophisticated GUIs that are JOGL, LWJGL), and cross platform support. accessible to users of all skill level while maintaining an An immediate concern of using Java is the ability to API for developers to create new software. create a real time system appropriate for music performance and creating multimedia interfaces. JFC/Swing is the 1 Introduction standard GUI toolkit available, but is not necessarily a real time capable system. -
Overview Memory
Overview There are several ways to profile sound and music and investigate different technical aspects. Here is an overview. Memory MemStats MemInfo CPU Time Load Stalls Profiler VU Meter Sound Management Optimizing Audio Using the FMOD built-in profiler Memory Sound memory is managed as a cache within static or rather dynamic sizes. If a static memory block is allocated then it is spent no matter how much audio data is stored. Sometimes old and unused data needs to be unloaded (trashed), before new data can be stored. Therefore, the goal is to find a good balance between cache size and trashing. Depending on the platform, memory can be divided into different types and uses: Memory Type Description System Memory With the transition to memory pools the system memory that is located in main memory is used to store data that the SoundSystem needs to function correctly. Primary Sound Sound, music, DSP, and voice data is stored in this area of main memory. It is planned to fully flush this memory during level load. Memory Secondary Sound On PlayStation 3 this memory is located through the graphics processor. It's slower to access but can be combined with the Memory precious main memory. On Xbox 360 physical memory has to be used for direct XMA decoding instead of the main memory, which can be "virtual". On the PC there is no need to use this memory type. MemStats MemStats n queries all modules in CRYENGINE to report back their used memory every second. It is not recommended to use values lower than 1000 as it would output too much data to make the readout manageable. -
Joël A. Lamotte Born: 1983 – French Tel: 0(+33)6.52.26.61.58 Email: [email protected]
Joël A. Lamotte Born: 1983 – French Tel: 0(+33)6.52.26.61.58 email: [email protected] PROFESSIONAL EXPERIENCE Independent - Lille (France) (Since July 2012) Projects: Working on NetRush (RTS game) and Art Of Sequence (OSS digital story-telling tools) Developed a client-server multi-process concurrent-tasks game-specific engine for the needs of NetRush (RTS game). Learned a lot about concurrency (using C++) while doing so, using the practical case of this game. Designed NetRush and several other smaller game prototypes. Developed and published an interpreter for AOSL in JavaScript as a partial Proof of Concept of Art of Sequence projects. Development on Art Of Sequence tools are still going on. Kayac - Kamakura (Japan) Creator (2012, 4 months) Projects: Make Games (Farmer Carrots Zombies , unreleased rogue-like prototype) Provided international game development expertise and point of view to the company that wished to sell games worldwide. Challenged to develop an iOS game in no time. It took us 2 weeks to produce FCZ, I made all the code and sound design and half of the game design. However, pressed by the time we were not able to do better. Releasing it publicly what not my decision but I did my best to make it enjoyable. Learned iOS (ObjectiveC/C++) development, Japanese keyboard, MacOSX use and Cocos2D-X (which I patched and provided back to the devs) in a very short time. Proposed 7 game concepts to work on next (after FCZ) which have all been approved, the game development team being confident in my skills, they suggested that I should chose the project myself. -
Nycemf 2021 Program Book
NEW YORK CITY ELECTROACOUSTIC MUSIC FESTIVAL __ VIRTUAL ONLINE FESTIVAL __ www.nycemf.org CONTENTS DIRECTOR’S WELCOME 3 STEERING COMMITTEE 3 REVIEWING 6 PAPERS 7 WORKSHOPS 9 CONCERTS 10 INSTALLATIONS 51 BIOGRAPHIES 53 DIRECTOR’S NYCEMF 2021 WELCOME STEERING COMMITTEE Welcome to NYCEMF 2021. After a year of having Ioannis Andriotis, composer and audio engineer. virtually all live music in New York City and elsewhere https://www.andriotismusic.com/ completely shut down due to the coronavirus pandemic, we decided that we still wanted to provide an outlet to all Angelo Bello, composer. https://angelobello.net the composers who have continued to write music during this time. That is why we decided to plan another virtual Nathan Bowen, composer, Professor at Moorpark electroacoustic music festival for this year. Last year, College (http://nb23.com/blog/) after having planned a live festival, we had to cancel it and put on everything virtually; this year, we planned to George Brunner, composer, Director of Music go virtual from the start. We hope to be able to resume Technology, Brooklyn College C.U.N.Y. our live concerts in 2022. Daniel Fine, composer, New York City The limitations of a virtual festival meant that we could plan only to do events that could be done through the Travis Garrison, composer, Music Technology faculty at internet. Only stereo music could be played, and only the University of Central Missouri online installations could work. Paper sessions and (http://www.travisgarrison.com) workshops could be done through applications like zoom. We hope to be able to do all of these things in Doug Geers, composer, Professor of Music at Brooklyn person next year, and to resume concerts in full surround College sound. -
Clint Bajakian 361 Mountain View Avenue San Rafael, CA 94901 Tel: 415-225-4565 E-Mail: [email protected]
Clint Bajakian 361 Mountain View Avenue San Rafael, CA 94901 Tel: 415-225-4565 E-Mail: [email protected] • 23-year game industry music composer, manager, producer, with over 200 credits • Proven leader in music design, direction and production for top video games • Often recipient of awards, nominations and accolades for musical scores and soundtracks • Industry leader in development, management, methodology, quality and efficiency • Budgetary oversight of up to 20 million dollars annually • Solution oriented team player with honed client services and communication skills • Extensive experience and skillset in orchestral music production Professional Experience Sr. Music Manager, VP of Development, Pyramind Studios, Inc. 2013-present Responsible for composing musical scores, developing internal staff and production practices, and developing business Senior Manager of Music, Sony Computer Entertainment America LLC 2004-2013 Co-recruited and led 16-person music team in pioneering strategy, musical score design, production, resource allocation, budgeting and scheduling for Sony PlayStation video games • Responsible for portfolio of up to 30 titles annually with music budgets ranging from $100,000 to 1,000,000, including God of War, Uncharted, SOCOM and inFamous franchises • Provided creative and technical scoring direction working closely with director and fellow staff • Constant emphasis on creative and technical excellence, and industry benchmark quality Hired to Sony in 2004 at a time when the music department had been prompted to win more awards by senior management. Initially produced music for God of War, and it won an AIAS award for best music in 2005. Managed continually growing world-class music staff at Sony to consistently receive prestigious music awards and nominations every year since, including prized BAFTA and AIAS awards and nominations for best music. -
A Retrospective Analysis and the Future for Game Music. Bbw Hochschule
Interactive Music writing in the Age of AI: A retrospective analysis and the future for game music. bbw Hochschule – Management of Creative Industries MA Ugur, Huseyin Can Matriculation Number: 037201 Course Code: HM029 Primary supervisor – Peter Mathias Konhäusner Secondary supervisor – Prof. Dr. Ingo Schünemann Submitted on: 26/09/2020 Abstract In this thesis, the practices, workers and monetary aspects of interactive music industry has been investigated. As the terminology regarding this industry is observed to be ambiguous, each of the elements that make up the industry and where they came from were explored. Once the definitions and their relevance to industry have been established, the effects of progressive technology on this industry have been hypothesized. As technologies such as Virtual Reality and Augmented reality are still limited to niche area of console gaming and just recently making their appearance on mainstream, they have been only mentioned. However, with the all-encompassing nature of Artificial Intelligence technologies and what they offer to software industry int this thesis it is hypothesized to impact the industry on its population of workers and their financial and professional practices. As the industry has been observed to be in a stable state financially and dependent on the gaming industry itself, it is proposed that the biggest impact will be in their use of technology and how they can bring new dimensions to future games have been discussed. Furthermore, as these effects have been described anecdotally, to observe the psychosomatic experience a more developed game music can offer, an experiment game based on earlier studies in the field have been conducted.