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Nordahl, R., Serafin, S., Böttcher, N., & Gelineck, S. 2006, October 11–12, Physically based sonic interaction synthesis for computer games. Paper presented at Audio Mostly 2006, Piteå, Sweden. 
Added by: Mark Grimshaw-Aagaard (27/02/2008, 14:50)   
Resource type: Proceedings Article
BibTeX citation key: Nordahl2006
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Categories: Sound Design
Keywords: Interaction
Creators: Böttcher, Gelineck, Nordahl, Serafin
Publisher: Interactive Institute (Piteå, Sweden)
Collection: Audio Mostly 2006
Views: 7/763
Abstract
"In this paper we describe a platform in which sounds synthesized in real-time by using physical models are integrated in a multimodal environment. We focus in particular on sound effects created by actions of the player in the environment such as waking on different surfaces and hitting different objects. The sound effects are implemented as extensions to the real-time sound synthesis engine Max/MSP.1 An 8-channel soundscape is spatialized using the vector based amplitude panning (VBAP) algorithm developed by VIlle Pulkki. The sonic environment is connected through TCP/IP to Virtools."
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Notes
Description of a system to map a user's movements and actions in a game environment to physical modelling sound synthesis.
Added by: Mark Grimshaw-Aagaard  
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