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|Session Name:||Granular Synthesis in Next-Generation Games|
|Speaker(s):||Leonard Paul, Leonard Paul, Leonard Paul, Leonard Paul|
|Company Name(s):||, Lotus Audio, ,|
|Track / Format:||Audio|
Granular synthesis allows a large range of new audio possibilities on next generation platforms largely unexplored by game sound designers.
Granular synthesis is a relatively recent method of sound generation which allows for sampled sound to be warped in real-time to allow pitch to change independently of tempo among other audio effects. It has not been commonly used with the current iteration of game platforms due to its relatively costly DSP overhead and number of voices required. With the new generation of game platforms, these limitations will be relaxed allowing for the increased possibility of real-time granular synthesis in games.
The use of real-time granular synthesis in games gives the video game audio artist a host of new tools to fight the repetitive nature of sampled sounds. The session demonstrates and examines granular synthesis methods to generate and enhance engines, dialogue, weapon effects, crowds and music.