Using Procedural Audio to Control an Algorithmic Composition that is Controlled by a Computer Game
Master of Music (MM)
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The purpose of this project is to create a game audio engine based on procedural audio. I designed an audio engine in the visual programming language Max/MSP that I call High Score. High Score receives data from a game that I designed in the game development program Unity3D. The data that it receives controls an algorithmic composition that serves as the musical score of the game as well as several processes that synthesize various sound effects in the game. This approach to game audio proves to be very flexible and offers new aesthetic possibilities for game music and sound design.
del Toro, Brian, "Using Procedural Audio to Control an Algorithmic Composition that is Controlled by a Computer Game" (2013). FIU Electronic Theses and Dissertations. 894.
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