Procedural soundscape modelling for video games

Udateanu, Mihai (2016) Procedural soundscape modelling for video games. BSc dissertation, University of Portsmouth.

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    Abstract

    This study aims to explore the feasibility of designing and implementing procedurally generated soundscapes in video games as opposed to the current sample-based methods practiced in the game industry. In order to experience first hand the strengths and weaknesses of procedural audio, an artefact has been created that models several procedural soundscapes and implements them in a game. Practical testing has been initiated in order to assess if this method has any benefits for the player in terms of immersion, perceived realism and perceived repetitive behaviour of audio. Along with research from secondary sources, the study investigates current audio design and implementation methods as well as procedural audio techniques and synthetic soundscape design in order to acquire an in depth perspective of the assets and liabilities implied by choosing this technique and determine the usefulness of this process in the context of video games.

    Item Type: Dissertation
    Departments/Research Groups: Faculty of Creative and Cultural Industries > School of Creative Technologies
    Depositing User: Beth Atkins
    Date Deposited: 15 Jul 2016 16:49
    Last Modified: 15 Jul 2016 16:49
    URI: http://eprints.port.ac.uk/id/eprint/21246

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