You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close
Session Name Procedural Audio for Video Games: Are we there yet?
Speaker(s) Nicolas Fournel
Company Name(s) Sony Computer Entertainment Europe
Track / Format Audio
Overview Explosion of content, non-repetitive sound effects, need for interactive music: these are some of the challenges the game industry faces today to provide a better audio experience. Procedural audio is a compelling solution to all these problems and the computational power of the new generation of consoles certainly allows for in-game real-time sound synthesis. But are we ready for it? After defining procedural audio in the context of video games, this presentation examines each step of its implementation during the production cycle and the challenges associated with it. Topics addressed range from design choices to typical game sound models, and from tools and engines requirements to quality assurance.

GDC 2010

Nicolas Fournel

Sony Computer Entertainment Europe

free content

Audio

Audio


UBM Tech