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PHYSICS-BASED SOUND SYNTHESIS FOR VIDEO GAME ENVIRONMENTS E RIN B - PowerPoint PPT Presentation

PHYSICS-BASED SOUND SYNTHESIS FOR VIDEO GAME ENVIRONMENTS E RIN B RYSON M ENTORS : E DGAR B ERDAHL & M ARC A UBANEL J ULY 26, 2016 CCT REU PROJECT OVERVIEW Traditionally, sound effects in video games consist of pre-recorded sounds


  1. PHYSICS-BASED SOUND SYNTHESIS FOR VIDEO GAME ENVIRONMENTS E RIN B RYSON M ENTORS : E DGAR B ERDAHL & M ARC A UBANEL J ULY 26, 2016 CCT REU

  2. PROJECT OVERVIEW Traditionally, sound effects in video games consist of pre-recorded sounds • Synth-A-Modeler (SaM) allows users to create physical models that can be compiled • to creating code that generates sound based on changeable physical variables, such as mass. By placing generated C++ code into a native plugin, Unity can utilize the computed • sound data. An interface can be made to directly change the values of each physical • component of the model from within Unity.

  3. WHAT IS SYNTH-A-MODELER? Open-source modular environment for designing physical models • composed of: Virtual strings • Masses • Ground • Resonators • Port • Various touch links • Audio Output • Display • Models can be used for: • Synthesizing sound • Haptic Feedback • Visual feedback • Compiled via the Faust (Functional AUdio STream) programming • language into a wide range of targets for musical applications

  4. SYNTH-A-MODELER TARGETS

  5. FOOTSTEP MODEL USED

  6. FROM SYNTH-A-MODELER TO UNITY Model SaM Faust G++ Faust Generic Specification Native DSP CPP File Plugin Compiler File Compiler File Compiler MDL Step by step process of converting a physical • model in SaM into a useable C++ code for a Game native plugin C# Object Information is passed back and forth Script • Animations between the native plugin and C# script within Unity For game objects that rely on Unity’s physics • engine for behavior, game object animations and an animator is not necessary to utilize Game Animator the plugin. Object Unity uses Microsoft .NET Framework for • interoperability between C-Family languages

  7. THE RESULT

  8. GENERAL DISCUSSION Current Limitations: Interface must be manually created within a game object’s C# scripting • component Physical Models are currently made outside of Unity • DSP files cannot be directly used within Unity • Goals for the Future Automate user interface creation • Integrate the graphical interface of Synth-A-Modeler into Unity, allowing • users to create models from within Get Unity to accept and utilize DSP files •

  9. REFERENCES • Synth-A-Modeler Syntax For Version 1.0, Berdahl, Edgar, 4 July 2015. • https://docs.unity3d.com/Manual/ • http://msdn.Microsoft.com/en-US/

  10. QUESTIONS?

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