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date: 21 August 2019

Abstract and Keywords

In this chapter different beneficial scenarios for using procedurally generated audio are discussed. Further, the topic of perceived realism in computer games is elaborated in the context of procedural sound models. Among other things the chapter discusses how different narrative elements could be applied to the procedural sound models in order to improve the models for their use in computer games. Finally, the chapter describes a pilot test performed on a sword game controlled by a Nintendo Wii motion controller. The test is whether procedural audio on self-produced sounds could affect the motoric behavior of the players. It is described how a procedural model of a swoosh sword sound is implemented in Max/MSP, using among other things granular synthesis and subtractive synthesis.

Keywords: procedural audio, game audio, motoric behavior, self-produced sound, motion controllers, Max/MSP, granular synthesis, perceived game realism

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