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Farnell, A. J. (2006). Sound synthesis for games. Retrieved December 20, 2007, from http://www.obiwannabe.c ... thetic-games-sound.html 
Added by: Mark Grimshaw-Aagaard (20/12/2007, 06:05)   Last edited by: Mark Grimshaw-Aagaard (20/12/2007, 06:09)
Resource type: Web Article
BibTeX citation key: Farnell2006
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Categories: Sound Design
Keywords: Synthesis
Creators: Farnell
Views: 7/624
Abstract
"This work presents an overview of real-time client-side synthetic sound for use in games and interactive applications. Creating and managing native sound synthesis code for immediate client-side execution is large scale programming and design task. We need a good understanding of sound design practice to optimally solve the problem, but this is not sound design, nor is it music. We wish to sketch out a systematic way of attacking the general programming problems of procedural sound, for the general case of sound effects. There are two commonly used sources of sound, digital samples made by recording, and synthesised sounds created from first principles. While the former is the currently preferred method for most games, our focus is the second kind of sound generation. This approach has many benefits and tradeoffs. We can demonstrate that as complexity increases it eventually becomes more effective and efficient to synthesise many sounds on the client machine. We will remain aware of the most complicated and difficult application, multi-player network games, where a proper solution must allow for object replication across multiple clients and deal with issues like consistency, latency and client CPU usage."
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
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