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Designing Next-Gen Academic Curricula for Game-Centric Procedural Audio and Music

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The use of procedural technologies for the generation and control of real-time game music and audio systems has in recent times become both more possible and prevalent. Increased industry exploration and adoption of real-time audio engines like libPD coupled with the maturity of abstract audio languages such as FAUST are driving new interactive musical possibilities. As such a distinct need is emerging for educators to codify next-generation techniques and tools into coherent curricula in early support of future generations of sound designers and composers. This paper details a multi-tiered set of technologies and workflows appropriate for the introduction and exploration of beginner, intermediate and advanced procedural audio and music techniques. Specific systems and workflows for rapid game-audio prototyping, real-time generative audio and music systems, as well as performance optimization through low-level code generation will be discussed.

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Permalink: https://www.aes.org/e-lib/browse.cfm?elib=17595

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