Procedural Audio in Games (Listening to Videogames) | Simon Hutchinson

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  • เผยแพร่เมื่อ 29 ส.ค. 2024

ความคิดเห็น • 12

  • @SimonHutchinson
    @SimonHutchinson  3 ปีที่แล้ว +1

    Just checking over some of my old videos for sharing with students and, boy, pretty easy to hear that I had a cold when I recorded this one! My voice is like an octave lower. It sounds like I slowed down the tape or something.

  • @McKinleyMorann
    @McKinleyMorann 6 หลายเดือนก่อน +1

    Great, concise description with clear examples. Excellent! Thanks.

  • @bishan_8617
    @bishan_8617 3 ปีที่แล้ว +2

    Crazy how this only has 70 views (at time of viewing), really interesting stuff, good video :)

  • @LukaReeson
    @LukaReeson 3 ปีที่แล้ว +5

    Quite informative. Never thought that randomizing pitch, vol. and so on is considered procedural. I always thought that procedural audio is more like audio that's being created at runtime with Pure Data for example.

    • @SimonHutchinson
      @SimonHutchinson  3 ปีที่แล้ว +4

      It's a good thought. I completely agree that it's a bit of a stretch to call the randomizing of samples a "procedure," but I don't think there's real threshold for when something becomes procedural other than whether it's being processed in real time. Again, there is totally a continuum of how much is being adjusted to sound procedurally, with randomization probably being on the weakest end of the continuum!

  • @Eduuu-jt5ly
    @Eduuu-jt5ly 2 ปีที่แล้ว +1

    I'm Brazilian and I loved this video, your channel is amazing.

    • @SimonHutchinson
      @SimonHutchinson  2 ปีที่แล้ว +2

      Thank you! 😃 Glad you enjoyed it!

  • @abru8699
    @abru8699 3 ปีที่แล้ว +1

    Always quality contents, thanks again

  • @oberon2159
    @oberon2159 2 ปีที่แล้ว +1

    Keep up the great content! Would love to see you programming a procedural audio instrument/effect from the ground up!