Advertisement

Any node-based systems for procedural sound effects out there?

Started by June 15, 2009 10:38 AM
6 comments, last by pernyblom 15 years, 6 months ago
Hello, I am looking for a node-based system for procedural sound generation like Genetica, DarkTree etc. but for sound effects and maybe instruments instead. I think that it would be really cool to have such procedural sound graphs that you could compile into efficient source code with parameters. I know about some specialized software like SFXR and all the VST instruments that can create a lot of different sounds but I think that a node-based variant would be more interesting because of the possibility to embed a more general sound generation into a game. Thanks!
What are you trying to achieve? At what level do you want the audio generated?

Are you talking about music trees that cue prerendered loops in a generative/procedural manner?

Or are you talking about generative music composition using sampled or modeled instruments?

Or are you talking about generative instruments using procedural modeling?
- [email=dan@musicianeer.com]Dan Reynolds[/email] (Composer|Music Implementer)
www.musicianeer.com
Advertisement
I would like to start at the "lowest" level and generate sound effects and perhaps samples for instruments by using source primitives like sine waves, different types of noise, pulses, wave files and combine these using standard techniques like mixing, filtering and all the other things you can do with audio processing software like Audacity.

The difference is that I want to do this in a non-linear way and use a node-based system like Genetica instead. Genetica also uses primitives like noise but generates textures instead.

I would also like to have a system where you can parameterize certain parts of the sound effects and use them in-game when one would like to produce an effect that isn't supported by hardware.

EDIT: By non-linear I mean that you can modify any part of the sound generation procedure by modifying a certain "node" (for example a filter) in any part of the generation "graph". When you do this in Audacity, you must do all the generation in a linear way like first generating the "leaves" and then working your way down manually and not having access to all the subresults if you don't save them all.

Phil Burke wrote a gem for Game Programming Gems 3 about stochastic synthesis of sound effects that you might look at. It outlines a modular system of frequency generators, filters, etc... that are used to synthesize sounds such as falling rain, rocket exhaust, helicopter rotors, sonar pings, etc...
Looked for Phil Burke +sound and found something that seems to be what I looked for:

http://www.softsynth.com/

Thanks!
Physics Based Audio might be of interest to you.
Advertisement
That physics based audio link was very useful and really in the direction that I want to go with my own physics based games. Thanks!
I decided to build my own node editor and invent the wheel again :)

Here is a short
" />Video
of the current version!

The high quality version is necessary to see the text, but not for hearing the beautiful sound ;)

This topic is closed to new replies.

Advertisement