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.
Authors:
Böttcher, Niels; Serafin, Stefania
Affiliation:
Aalborg University, Ballerup, Denmark
AES Conference:
35th International Conference: Audio for Games (February 2009)
Paper Number:
13
Publication Date:
February 1, 2009
Subject:
Audio for Games: Real-time Synthesis
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