In This Section
Reflecting on Reflections - June 2014
Audibility of a CD-Standard A/DA/A Loop Inserted into High-Resolution Audio Playback - September 2007
Quiet Thoughts on a Deafening Problem - May 2014
AES Conference Papers Forum
Design and Evaluation of Physically Inspired Models of Sound Effects in Computer Games
A simple audio only game was designed in order to test the possibilities of different interactive sound synthesis techniques simulating aerodynamic sword-like sounds. The Wii remote was used as the controller for generating the sound and this device was connected to the Max/MSP sound synthesis engine. In order to gain a user centered perspective on the potential of the diverse synthesis techniques, in terms of sound quality, interactivity and entertainment value, several techniques to synthesize real time interactive sword-like sounds were implemented. In this test a sample based model was compared to physically inspired modal synthesis, purely perceptually modeled subtractive synthesis and granular synthesis.
No AES members have commented on this paper yet.
Subscribe to this discussion
Start a discussion!
If you are not yet an AES member and have something important to say about this paper then we urge you to join the AES today and make your voice heard. You can join online today by clicking here.