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Audio

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Notes at end are carried over to next. Nov 9 , Fall 2001. CS 4455. 17. Parallel Trains ... Piano, Organ, Woodwinds. No Trumpets, Drums or Screaming guitar! ... – PowerPoint PPT presentation

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Title: Audio


1
Audio
  • Audio synthesis
  • Sequencing

2
Synthesis
  • Analog Synthesis
  • Simple sum of frequencies
  • Select from a palette of source frequencies
  • Sum of frequencies is filtered
  • FM
  • One frequency is controlled by another
  • Wavetable
  • Digitize audio signals

3
Wavetable Synthesis
  • Collect a sample of the real sound
  • Issues
  • Reduce memory load by looping sample
  • Shift pitch instead of sampling each individual
    note
  • Apply interpolation techniques to make pitch
    shifting work right

4
Audio Path
Reverb, Environment. Spatialization
Envelope Loudness Control
Mixing/ Combination
5
Wavetable Synthesis Example
  • Leyanda (Guitar)
  • Leyanda (CDShaw)

6
Interactive Sound
  • Goal
  • Want to enhance the interactive experience
  • Give the user a sense of presence
  • Add to the emotional content of the game
  • Make it more fun

7
Interactive Sound
  • Music
  • Sound effects
  • Noises
  • Commentary - Sports
  • Narrative
  • Conversations

8
Interactive Problems
  • Regular music composition has
  • Beginning
  • Middle
  • End
  • Interactive user control makes this difficult
  • Some genres have this structure

9
Interactive Music
  • Game genres with order
  • Sports
  • Racing
  • Fighting
  • Semi-Ordered
  • Puzzle
  • Adventure

10
Music Genres
  • The Infinite Loop
  • Theme and variation plays forever
  • Pomp Circumstance
  • Diablo
  • Problems
  • 30 second piece repeated over 6 hours!
  • 720 repetitions!
  • Diablo example 12 Repetitions/hour

11
Repetition Solutions
  • Make the Dominant theme hard to find
  • No catchy theme!
  • Create a variety of textures
  • Make only transitions stand out
  • Where repetition is small
  • Dont repeat musical phrases

12
Music Strategies
  • Play Win or Lose music
  • Music must be long enough to be meaningful
  • Music may be so long that the game situation
    changes before completion
  • Very short music makes little sense
  • Interrupt current music
  • Sounds jarring

13
Modules
  • Modular chunks
  • Each segment of the game plays independently of
    others
  • Some thematic relation
  • Disjointed

14
Music Strategies
  • Compose many themes in parallel
  • Switch between themes
  • Connect modular components together

15
Analogy Parallel Trains
  • N trains of music running in parallel
  • Each train serves an emotional purpose
  • Train A Calm
  • Train B Rising Excitement
  • Train C Climactic moments
  • Train D Falling Excitement
  • Generally, Train A would be most commonly played

16
Within Each Musical Train
  • Each Car contains a few bars of music
  • Switch between trains when a Car is complete
  • Dont switch in the middle of a Car
  • Simple version
  • Each musical phrase ends on last bar of Car
  • Complex
  • Notes at end are carried over to next

17
Parallel Trains
18
Parallel Trains Shuffle Cars
  • Shuffle cars
  • Instead of playing cars in order
  • Problem Random cars sound like random radio
    tuning
  • Must determine
  • Appropriate car pairings
  • Reasonable paths

19
Repetition In Trains
  • Use repeated phrases carefully
  • Maybe use a statistical tool to analyze paths
  • Bayesian nets
  • Endings
  • Use transitions as an opportunity to End
  • Use next Car to Begin new series

20
Composing a Train
  • Create a piece with all layers
  • Piece can probably survive a layer or two removed
  • Variation piece with layer removed
  • Be careful with prominent instruments
  • Fallback Use instruments with similar acoustical
    properties
  • Piano, Organ, Woodwinds
  • No Trumpets, Drums or Screaming guitar!
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