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Röber, N., & Masuch, M. 2004, November 8–10, Auditory game authoring: From virtual worlds to auditory environments. Paper presented at International Conference on Computer Games: Artificial Intelligence, Design and Education, University of Wolverhampton, UK. 
Added by: Mark Grimshaw-Aagaard (31/08/2005, 14:51)   Last edited by: Mark Grimshaw-Aagaard
Resource type: Proceedings Article
BibTeX citation key: Rober2004
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Categories: Sound Design, Typologies/Taxonomies
Keywords: Auditory Worlds, Sonification
Creators: Masuch, Röber
Publisher: The International Journal of Intelligent Games and Simulation (University of Wolverhampton, UK)
Collection: International Conference on Computer Games: Artificial Intelligence, Design and Education
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Abstract
The majority of information that we perceive from our real-world environment is of audio-visual nature. Virtual worlds, which are utilized in computer games to line out the story s stage, are composed of visual and auditory environments. These environments are designed to provide sufficient information for the interaction and exploration of these worlds. The authoring or content creation of such environments can be a very tedious and time consuming task. In this paper we focus on a specific chapter of game authoring: The authoring of auditory environments for virtual worlds. Many of the tools available for auditory authoring focus on visual cues rather than on auditory cues and common hearing behaviour. We compare several existing programs towards their applicability for authoring audio-visual as well as audio-only applications. In addition, we propose a new system, that allows the authoring of auditory environments through a non-visual interface by solely utilizing sound and specially designed interaction techniques. Our work is motivated by the current development of such an authoring system for virtual, auditory spaces. The implementation is work in progress and currently exists as prototypic application.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Notes
Overview of game authoring environments particularly with regard to audio and a short description of a prototype for game audio authoring. Could have done with some editing and there is much that seems wrong.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Quotes
   "...the visual and the auditory field of view are two independent sensory systems..."   Added by: Mark Grimshaw-Aagaard
   "Auditory environments are much like visual environments. The only difference is that these environments are perceived by hearing instead of vision. The environmental information conveyed through sound is usually different than the one through vision (Goldstein 2001)."

E.Bruce Goldstein, Sensation and Perception Wadsworth Publishing Company,2001   Added by: Mark Grimshaw-Aagaard
   "For the rendering of acoustic scenes, it is more important to focus on the clarity and effectivity of the display rather than on physically accurate rendering."   Added by: Mark Grimshaw-Aagaard
Paraphrases
   The authors divide sound in [game] auditory environments into:

  1. Story-related sound textures. Sounds can be activated by user interaction. Can be one sound or layered sounds and drive the narrative onward.
  2. Environmental sound textures. Characterise story-related sound textures in different environments. The example they give is tyres on a moving car in different environments. Tyres are the story-related sound texture; dirt road, wet tarmac etc. are the environmental sound textures. The latter are defined and processed by the game's physics engine.
  Added by: Mark Grimshaw-Aagaard
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