Alert icon
We're changing our privacy policy. This stuff matters.  Learn more  Dismiss

Procedural Crash Sounds

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
213 views
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Mar 22, 2010

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.

  • likes, 0 dislikes

Link to this comment:

Share to:
see all

All Comments (2)

Sign In or Sign Up now to post a comment!
  • 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.

  • It never occurred to me to have generative sound effects in games, thank you!

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more