PHYSICS-BASED SOUND SYNTHESIS FOR VIDEO GAME ENVIRONMENTS E RIN B - - PowerPoint PPT Presentation

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PHYSICS-BASED SOUND SYNTHESIS FOR VIDEO GAME ENVIRONMENTS E RIN B - - PowerPoint PPT Presentation

PHYSICS-BASED SOUND SYNTHESIS FOR VIDEO GAME ENVIRONMENTS E RIN B RYSON M ENTORS : E DGAR B ERDAHL & M ARC A UBANEL J ULY 26, 2016 CCT REU PROJECT OVERVIEW Traditionally, sound effects in video games consist of pre-recorded sounds


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SLIDE 1

PHYSICS-BASED SOUND SYNTHESIS FOR VIDEO GAME ENVIRONMENTS

ERIN BRYSON MENTORS: EDGAR BERDAHL & MARC AUBANEL JULY 26, 2016 CCT REU

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SLIDE 2

PROJECT OVERVIEW

  • Traditionally, sound effects in video games consist of pre-recorded sounds
  • Synth-A-Modeler (SaM) allows users to create physical models that can be compiled

to creating code that generates sound based on changeable physical variables, such as mass.

  • By placing generated C++ code into a native plugin, Unity can utilize the computed

sound data.

  • An interface can be made to directly change the values of each physical

component of the model from within Unity.

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WHAT IS SYNTH-A-MODELER?

  • Open-source modular environment for designing physical models

composed of:

  • Virtual strings
  • Masses
  • Ground
  • Resonators
  • Port
  • Various touch links
  • Audio Output
  • Display
  • Models can be used for:
  • Synthesizing sound
  • Haptic Feedback
  • Visual feedback
  • Compiled via the Faust (Functional AUdio STream) programming

language into a wide range of targets for musical applications

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SYNTH-A-MODELER TARGETS

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FOOTSTEP MODEL USED

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FROM SYNTH-A-MODELER TO UNITY

Model Specification File MDL Faust DSP File Generic CPP File Native Plugin SaM Compiler Faust Compiler G++ Compiler C# Script Game Object Animations Animator Game Object

  • Step by step process of converting a physical

model in SaM into a useable C++ code for a native plugin

  • Information is passed back and forth

between the native plugin and C# script within Unity

  • For game objects that rely on Unity’s physics

engine for behavior, game object animations and an animator is not necessary to utilize the plugin.

  • Unity uses Microsoft .NET Framework for

interoperability between C-Family languages

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SLIDE 7

THE RESULT

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SLIDE 8

GENERAL DISCUSSION

Current Limitations:

  • Interface must be manually created within a game object’s C# scripting

component

  • Physical Models are currently made outside of Unity
  • DSP files cannot be directly used within Unity

Goals for the Future

  • Automate user interface creation
  • Integrate the graphical interface of Synth-A-Modeler into Unity, allowing

users to create models from within

  • Get Unity to accept and utilize DSP files
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SLIDE 9

REFERENCES

  • Synth-A-Modeler Syntax For Version 1.0,

Berdahl, Edgar, 4 July 2015.

  • https://docs.unity3d.com/Manual/
  • http://msdn.Microsoft.com/en-US/
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SLIDE 10

QUESTIONS?