Sep 242010
 

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Episode #4:

Discussion: Procedural Game Audio

– Special Guests:

Andy Farnell

David Thall

Francois Thibault

This months Game Audio Podcast comes packed with Procedural Game Audio goodness. From start to finish we unravel the meaning of procedural and discuss at length opportunities for it’s application in games. A long time in the making, the release of this episode corresponds with an article on DesigningSound.org entitled “Procedural Sound Now” which aims to raise the level of awareness for these techniques. A companion round-up of related links and video’s has also been posted at the Lost Chocolate Lab Blog. Still haven’t had enough? Drop us a line and let us know what we’re missing!

-News Links:

Andy Farnell: Designing Sound , Andy Farnell: An introduction to procedural audio and its application in computer games , Mark GrimshawGame Sound Technology and Player Interaction: Concepts and Developments , Stefan Bilbao

Please send any email for the podcast to inbox at gameaudiopodcast dot com

Your feedback is very welcome. But also we welcome music, sound design, field recordings that you might want to share with the community. You will be credited and linked on the site.

An introduction to procedural audio and its application in computer games

 Posted by at 4:44 pm

  5 Responses to “Game Audio Podcast #4 – Procedural”

  1. […] article is also being released in conjunction with the Game Audio Podcast Episode 4: “Procedural Game Audio” which brings to the table Andy Farnell, Francois Thibault, and David […]

  2. […] post of Audio Implementation Greats, the guys of Game Audio Podcast has released a new incredible episode, which includes the following […]

  3. […] to hear some really clued up conversation on Procedural Audio, The Game Audio Podcast presented a great show last year […]

  4. […] to make things sound better, they will get better. GG: Yeah definitely! I was listening to the Game Audio Podcast #4 (Procedural Audio) and someone was talking about how this approach to procedural audio for games would free up a lot […]

  5. The main problem for now is how to introduce pros of procedural audio to developers of AAA projects. Our coders several times told me that integration of PD or Max/MSP is to complex process, so i’d better shut up with my innovative ideas =)