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Learn about additive, subtractive, FM synthesis, spectral resynthesis, granulation, and more for creating immersive game audio. Discover how synthesis methods can be combined to generate real-time, parametric, and generative audio. Explore the flexibility of layering sounds and simulating both sci-fi and real-world environments.
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London AES Feb 2009 Introduction to Synthesis for Interactive Applications Leonard J. Paul Lotus Audio Video Game Audio.com
Overview • Additive, Subtractive & FM • Speech Synthesis • Spectral Resynthesis • Sampling • Modal Synthesis • Granulation • Physical Modelling London AES Feb 2009
Synthesis for 7th Gen Video Games • Generate audio in real-time based on rules • Has been used in games since the beginning • Parametric, generative & real-time (ie. flexible) • Can combine methods • Allow flexibility of layers instead of stereo bounce London AES Feb 2009
Basic Synthesis • Additive & Subtractive Synthesis, Frequency Modulation (FM), Wavetable Synthesis • Good for sci-fi sounds, “sweeteners”, electronic music and retro sound design • Can also be creatively used to simulate real-world sounds Crash Engine Explosion Ouch London AES Feb 2009
Additive Synthesis • Add simple (sine, triangle...) waves together London AES Feb 2009
Subtractive Synthesis • Take a complex waveform and filter it • That classic “analogue” sound London AES Feb 2009
Frequency Modulation Synthesis • Modulate frequency of one wave by another at an audio rate • Yamaha DX7, PC Adlib or Sega Genesis London AES Feb 2009
Sampling • Wavetable synthesis is a short looping sample • Multi-sampling is a collection of samples • Good generality and control but RAM intensive and difficult to parametrise • Pervasive in games today • Possibly use granulation or other processing techniques to “bend” samples • Examples include Kontakt, Gigastudio... London AES Feb 2009
Speech Synthesis • A collection of methods: • Concatenative, Linear Predictive Coding(LPC), Formant Synthesis... • Current research examines dialects and accents • Vocaloid product utilises speech “fonts” to base synthesis in an existing voice style London AES Feb 2009
Spectral Resynthesis • Examine Short Time Fourier transform (STFT) and resynthesize with different parameters • Allows for morphing, time warping and pitch shifting • Often has difficulty preserving transients London AES Feb 2009
Physical Modeling • Model sound production and propagation • Difficult as each model is specific • Good for metal, instruments, swords and more London AES Feb 2009
Precomputed Acoustic Transfer • Optimization of almost 7000x over brute force • Find out radiant audio from modes • Good for plastic and metal objects London AES Feb 2009
Modal Synthesis • Examine the modes or resonances of a material and model them • Good for wood, plastic and metal impacts London AES Feb 2009
Granulation • Segment a sound into grains and reconstruct • Transients lost due to enveloping and mixing • Presegment to preserve transients • Can spacialise grains in surround London AES Feb 2009
Concatenative Synthesis • Uses grains of one sound to approximate the original sound, like an “audio mosaic” • Reconstructs sample using a different set of grains and metrics to find close grain matches London AES Feb 2009
Related Topics Parameter control • From physics, massage inputs, complex data DSP Effects • 3D waveguide for reverb, wavetracing... Optimisation • Large issue, try precomputing London AES Feb 2009
Links • Perry Cook - http://www.cs.princeton.edu/~prc/ • Curtis Roads - http://clang.mat.ucsb.edu • PAT - http://graphics.cs.cmu.edu/projects/pat/ • http://www.procedural-audio.com London AES Feb 2009
Questions ? info { at } VideoGameAudio.com VideoGameAudio.com London AES Feb 2009