Computer Generated Sound F/X
This link was sent to me by a friend in the video game business. It’s a super cool concept, but one that I think is quite the ways off from practicality. For one, there are usually very few cycles reserved for audio work in a real-time video game. I have no way of knowing what this would “cost”, but I’m guessing it would be resource intensive. And, of course, these simple demos are trivial compared to all of the physics going on.
Secondly, and maybe more importantly, these demos and research if foscussed on making the most life-like models possible. In entertainment, “reality” is often put in second compared to a “hyper-reality” — what we believe it SHOULD sound like.
The irony, of course, is this hyper-reality has been programmed into us because of years of watching films and listening to things that were done with very rudimentary sfx setups where “every gun” has to sound like a powerful shotgun, etc.
Nonetheless, a cool new future awaits! Enjoy the demos on the site!
This entry was posted on Monday, August 9th, 2010 at 6:05 pm
You can follow any responses to this entry through the RSS 2.0 feed.
