Procedural Audio Generation Applied to Digital Games

Detalhes bibliográficos
Autor(a) principal: Sofia Ferreira Quintas, Juliana
Data de Publicação: 2019
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/11110/1768
Resumo: The current standard of interactive audio in digital games takes a heavy toll on independent game developers limited human and technical resources. Procedural audio generation is a possible solution for independent developers to keep sound design affordable and dynamic without sacrificing creative control. The goal of this dissertation is to understand if procedural audio is a relevant and feasible technique for independent developers and if current technology allows a cost-effective customizable implementation. This research was approached through the Design Thinking methodology, which comprises of 5 stages: empathy with the target public – independent game developers and sound designers –, definition of the problem, ideation, prototyping and testing. As part of the Empathy and Problem Definition stages, game audio and sound synthesis concepts were studied, and the state of the art was reviewed in order to present the advantages and challenges of procedural audio for digital games. Desirable features for procedural game audio were collected from literature review to meet the current needs of audio professionals in the game industry. The Ideation phase assessed the viability of developing custom procedural audio tools for Unity’s game engine through the open source audio programming languages Pure Data, Csound and SuperCollider. Csound was selected as the fittest language for the final prototype and three instruments for sound effect procedural generation were developed and tested within Unity in combination with other interactive game elements. This prototype was evaluated according to the defined objectives: its strongest aspects are its flexible aesthetic, potential for realistic behaviour and compatibility with a mixed approach and object-oriented paradigm; however, its computational cost and lack of an intuitive architecture do not allow a broader application of this technique.
id RCAP_25150ed62afbfc204d957ac36622b9c5
oai_identifier_str oai:ciencipca.ipca.pt:11110/1768
network_acronym_str RCAP
network_name_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository_id_str 7160
spelling Procedural Audio Generation Applied to Digital GamesDigital gameprocedural audiosound designThe current standard of interactive audio in digital games takes a heavy toll on independent game developers limited human and technical resources. Procedural audio generation is a possible solution for independent developers to keep sound design affordable and dynamic without sacrificing creative control. The goal of this dissertation is to understand if procedural audio is a relevant and feasible technique for independent developers and if current technology allows a cost-effective customizable implementation. This research was approached through the Design Thinking methodology, which comprises of 5 stages: empathy with the target public – independent game developers and sound designers –, definition of the problem, ideation, prototyping and testing. As part of the Empathy and Problem Definition stages, game audio and sound synthesis concepts were studied, and the state of the art was reviewed in order to present the advantages and challenges of procedural audio for digital games. Desirable features for procedural game audio were collected from literature review to meet the current needs of audio professionals in the game industry. The Ideation phase assessed the viability of developing custom procedural audio tools for Unity’s game engine through the open source audio programming languages Pure Data, Csound and SuperCollider. Csound was selected as the fittest language for the final prototype and three instruments for sound effect procedural generation were developed and tested within Unity in combination with other interactive game elements. This prototype was evaluated according to the defined objectives: its strongest aspects are its flexible aesthetic, potential for realistic behaviour and compatibility with a mixed approach and object-oriented paradigm; however, its computational cost and lack of an intuitive architecture do not allow a broader application of this technique.2019-09-13T14:30:49Z2019-09-13T14:30:49Z2019-09-13T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesishttp://hdl.handle.net/11110/1768oai:ciencipca.ipca.pt:11110/1768enghttp://hdl.handle.net/11110/1768202280390Sofia Ferreira Quintas, Julianainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2022-09-05T12:53:07Zoai:ciencipca.ipca.pt:11110/1768Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:02:04.978807Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Procedural Audio Generation Applied to Digital Games
title Procedural Audio Generation Applied to Digital Games
spellingShingle Procedural Audio Generation Applied to Digital Games
Sofia Ferreira Quintas, Juliana
Digital game
procedural audio
sound design
title_short Procedural Audio Generation Applied to Digital Games
title_full Procedural Audio Generation Applied to Digital Games
title_fullStr Procedural Audio Generation Applied to Digital Games
title_full_unstemmed Procedural Audio Generation Applied to Digital Games
title_sort Procedural Audio Generation Applied to Digital Games
author Sofia Ferreira Quintas, Juliana
author_facet Sofia Ferreira Quintas, Juliana
author_role author
dc.contributor.author.fl_str_mv Sofia Ferreira Quintas, Juliana
dc.subject.por.fl_str_mv Digital game
procedural audio
sound design
topic Digital game
procedural audio
sound design
description The current standard of interactive audio in digital games takes a heavy toll on independent game developers limited human and technical resources. Procedural audio generation is a possible solution for independent developers to keep sound design affordable and dynamic without sacrificing creative control. The goal of this dissertation is to understand if procedural audio is a relevant and feasible technique for independent developers and if current technology allows a cost-effective customizable implementation. This research was approached through the Design Thinking methodology, which comprises of 5 stages: empathy with the target public – independent game developers and sound designers –, definition of the problem, ideation, prototyping and testing. As part of the Empathy and Problem Definition stages, game audio and sound synthesis concepts were studied, and the state of the art was reviewed in order to present the advantages and challenges of procedural audio for digital games. Desirable features for procedural game audio were collected from literature review to meet the current needs of audio professionals in the game industry. The Ideation phase assessed the viability of developing custom procedural audio tools for Unity’s game engine through the open source audio programming languages Pure Data, Csound and SuperCollider. Csound was selected as the fittest language for the final prototype and three instruments for sound effect procedural generation were developed and tested within Unity in combination with other interactive game elements. This prototype was evaluated according to the defined objectives: its strongest aspects are its flexible aesthetic, potential for realistic behaviour and compatibility with a mixed approach and object-oriented paradigm; however, its computational cost and lack of an intuitive architecture do not allow a broader application of this technique.
publishDate 2019
dc.date.none.fl_str_mv 2019-09-13T14:30:49Z
2019-09-13T14:30:49Z
2019-09-13T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/11110/1768
oai:ciencipca.ipca.pt:11110/1768
url http://hdl.handle.net/11110/1768
identifier_str_mv oai:ciencipca.ipca.pt:11110/1768
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv http://hdl.handle.net/11110/1768
202280390
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv
_version_ 1799129891397959680