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



An introduction to procedural audio in video games, and some examples of how it can be implemented.

Procedural audio is a system or algorithm that rearranges, combines, or manipulates sound for greater variety and/or responsiveness. This is especially important in designing game sound, because we don’t want players to grow weary of repetitive sound-effects, and, if the sound is best reflecting the action on screen, it can contribute to player immersion too.

In this video I give a few examples, focused on shooting, but hopefully you can expand these ideas to a more diverse range of games.

The Weapon Audio of Borderlands 3 – https://youtu.be/lHwG-JqbUuI
Encouraging Chaos, the Use of Generative Sound in No Man’s Sky – https://youtu.be/nUWFTLhZ1ro

#ListeningToVideogames #ProceduralAudio #SoundDesign #Game Sound

0:00 Introduction, Defining Procedural Audio
0:48 Procedural Gun SFX Example
3:21 Procedural Ambiences
3:51 System-Driven Audio
6:52 So What?

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I’m a composer, sound-designer, and new media artist trying to bring a global perspective to music technology. This channel contains performances, experiments, and instructional videos for artists and audiences searching for new ideas and avenues of musical expression.

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1 thought on “Procedural Audio in Games (Listening to Videogames) | Simon Hutchinson”

  1. 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.

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