I didn't want to have the last word on this thread so I'm just throwing another log on the fire.
As well as games, computer animation is another promising application. I know Hans has worked hard to foster links with the Blender Org.
I've also had the joy to colloborate with Joseph Thibodeau on some synthetic thunder models that have taken a direction towards offline high detail processing and managed to gain the enthusiasm of Skywalker who have offered computing resources to run models.
Being so busy with the book project lately I haven't had time to keep all these pots boiling. Anyway, I hope we can have a wider discussion than my quite narrow interpretation of procedural audio.
Andy
On Mon, 9 Jun 2008 20:47:04 +0100 Andy Farnell padawan12@obiwannabe.co.uk wrote:
This is a general feature of procedural audio. In fact Pd plays very nice and has a fixed (predictable) cost for signal rate graphs - but a variable and unpredictable cost for message domain computation.
Proc audio eventually beats sample replay on cost because of dynamic level of detail where we get a variable (but predictable) cost for dynamically built signal graphs against a linear fixed cost for sample playback. It's an interesting bit of computer science to think about.
I know from talks with EA guys that EAPd ran into some problems and its performance was not spotless. But not for the reasons you state.
Andy
On Mon, 9 Jun 2008 20:55:58 +0200 Cyrille.Damez@laposte.net wrote:
On Monday 09 June 2008 06:23:04 Kyle Klipowicz wrote:
Maybe EA had better hire a genuine pro from the pd-list (wink wink).
I hope that this thread takes off, since I'm curious what others think on the topic. Spore could be the PR break that Pd has been waiting for!
One thing to note though is that they confessed having only used Pd to trigger midi events and play samples. There is no "actual sound synthesis" done by pd in Spore, only notes and messages generation. This was mostly for efficiency reasons, and because sound processing had to use only a predictable amount of cpu ressources. It is likely that any other game will have similar limitations.
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