On Sat, 2007-03-24 at 05:54 +0000, padawan12 wrote:
On Mon, 19 Mar 2007 10:55:39 -0700 shift8 shift8@digitrash.com wrote:
"spore", not "seed" - sry :)
looks like eno's doing a procedural / generative sound track for it!
Yeah I checked that out. It's procedural music, basically what we do in puredata.
pretty cool!
http://www.we-make-money-not-art.com/archives/009261.php
On Thu, 2007-03-15 at 16:49 -0700, shift8 wrote:
my interests here are developments like the "Seed" game prototype, the concept of synthesizing *anything* - generic "assemblers", a la the
That's what I really mean by "procedural audio", but with an important constraint. As opposed to synthetic sound, procedural sound is run real-time on the client. Synthetic sound *can be* computed a priori in the studio and recorded. Spore seemed to be hinting at the former, which get me very excited because it's exactly my work with physics engine tie in to the sounds, but from what I can make of their propaganda it isn't actually what they are doing. I hear that EA are using Puredata now, but still for synthetic sound. I don't actually know any examples of games working with runtime sound synthesis objects.
got it - i was using the term to mean synthesis on the client... or something :) the concept of storing descriptors of sound events in the game source, and synthesising then on the client. same for terrain generation, fractal trees, etc. those are really exciting to me.
there was a gamasutra article a couple of years or so ago that covers this a little, though i don't know any actual games that use it ether.
they moved it to a "must be logged in" section for some reason, but it's a free membership for viewing:
http://www.gamasutra.com/resource_guide/20030528/paul_01.shtml