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Audiovisual occurrences in virtual environments are governed by data streams that are often shared, but processed separately by the graphics and audio engines. In a common video game scenario, virtual physics interactions among objects in the scene project their visual effect through animated graphics rendering. Independently to this process, the same interactions trigger and control the corresponding sonic output. However, in the natural world, this group of events is a unified causal phenomenon. In an attempt to model audiovisual phenomena within virtual worlds more thoroughly, the use of texture maps for sound effects generation is investigated. Wavetable synthesis is employed for this purpose, as it features certain characteristics that facilitate intuitive image to sound translation. This approach aims to take advantage of the cross-modal affordances of sonification, the realism of physically inspired sound synthesis and the dynamicism of generative audio.
Author (s): Menexopoulos, Dimitris
Affiliation:
Centre for Digital Music, Queen Mary University of London, London, UK
(See document for exact affiliation information.)
Publication Date:
2024-04-06
Import into BibTeX
Session subject:
Game Audio
Graphics to Sound Translation
Procedural Audio
Sound Synthesis
Sonification
Permalink: https://aes2.org/publications/elibrary-page/?id=22411
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Menexopoulos, Dimitris; 2024; Using texture maps to procedurally generate sound in virtual environments [PDF]; Centre for Digital Music, Queen Mary University of London, London, UK; Paper 8; Available from: https://aes2.org/publications/elibrary-page/?id=22411
Menexopoulos, Dimitris; Using texture maps to procedurally generate sound in virtual environments [PDF]; Centre for Digital Music, Queen Mary University of London, London, UK; Paper 8; 2024 Available: https://aes2.org/publications/elibrary-page/?id=22411