**All sounds you hear are synthesised in Real-Time!** **Please Watch in 720p for best-quality audio** This is part of my Dissertation work for MSc in Acoustics. The main goal of this project is to explore the applicability of procedural audio techniques within the context of a modern shooter-style game. As you can hopefully hear, the sounds in this demo are of a higher quality than the ones found in the original demo. In addition, no two instances of the same sound will ever be exactly the same, thanks to randomised parameters, and the use of noise in the synthesis of the sounds. Many of the techniques used are adapted from the work of Andy Farnell, whose book, Desigining Sound, is a must-read bible for anyone looking to get into procedural audio.
Some of the sounds/effects to listen for: - M4 gunshots - Grenade explosions - Reloading - Bullet impacts with various surfaces - Footsteps on various surfaces - Waterfall and stream sounds - Birds in the trees - The way sounds change when standing within a room versus outside - Simulated tinnitus (ear-ringing) effect and temporary threshold shift (compromised hearing) when exposed to loud sounds - Left/Right/Front/Back localisation of sounds
Many thanks to the people at Virginia Tech's DISIS for the [myu] Max - Unity3D interoperability toolkit!!