Shows my first approach for generating collision sounds for my game. The cloud synthesis node uses a poisson distribution to generate sound events. The frequency can be varied over time and so can the conditional distributions for the pitch factors and grain likelihoods. The result is quite nice even with only two simple grains and a lot of different sounds can be generated by changing the seed.
You are welcome :)
Have you tried the Gervill Java synthesizer? It actually generates all instruments procedurally if it can't find a soundbank. I got a lot of inspiration from that and from the book "Designing Sound" by Andy Farnell.
pernyblom 1 year ago
It never occurred to me to have generative sound effects in games, thank you!
digsydave69 1 year ago