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Granulation of sound for games is becoming a more viable tool for sound artists as the processing power of game consoles continues to improve. Granulation is a relatively recent method of sound generation which allows for sampled sound to be modified in real-time to allow pitch to change independently of tempo among other audio effects. It has not been commonly used with the previous iterations of game platforms due to its relatively costly DSP overhead and number of voices required. With the current generation of game platforms, these limitations have been relaxed allowing for the increased possibility of real-time granulation in games. The combination of granulation and the output of a game`s physics engine is a promising relationship as the physics engine can supply the large amount of real-time control data for the grain parameters that granulation requires. This paper investigates some current research in sound granulation and demonstrates some effective methods of utilizing granulation for games.
Author (s): Paul, Leonard J.;
Affiliation:
Vancouver, BC, Canada
(See document for exact affiliation information.)
Publication Date:
2011-02-06
Session subject:
Audio for Games
DOI:
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Paul, Leonard J.; 2011; Granulation of Sound in Video Games [PDF]; Vancouver, BC, Canada; Paper P1-6; Available from: https://aes.org/publications/elibrary-page/?id=15760
Paul, Leonard J.; Granulation of Sound in Video Games [PDF]; Vancouver, BC, Canada; Paper P1-6; 2011 Available: https://aes.org/publications/elibrary-page/?id=15760
@inproceedings{Paul2011granulation,
title={{Granulation of Sound in Video Games}},
author={Paul, Leonard J.},
year={2011},
month={feb},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper P1-6; AES Conference: 41st International Conference: Audio for Games; February 2011},
number={P1-6},
organization={AES},
}
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