I’m curious, if anyone here is aware of some sort of
“Soundshading”-Library (-Engine, …).
In comparison to how games (… and similar projects) evolved in optical
terms, now using Shaders to tell objects how to look, instead of just
splashing an image on it (and thus even reducing the overall size of our
gameclients), the development in terms of Audio seems to be more like
I could think, that a similar approach exists for sounds, but I’m not
aware of any kind of project that does that: Create artificial sounds,
that we could use to create some soundeffects in a game.
Instead of packing loads of ogg/mp3/wav/…-Files into a game, it would
probably be neat to be able to do this, at least for all those different
*squeak* *scratch* *stomps* *roar*, etc.
Anyone aware of anything like this?
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I’m not perfectly clear on your analogy here - it’s worth noting that
shaders don’t *create* objects, just modify the way they are
presented. This is done with audio engines changing by volume, pitch,
EQ, etc. Just about every audio engine can do these things - that’s what
What you’re talking about with audio is real time synthesis, which is
different, but certainly still possible. It’s generally not practical,
however, to generate audio from scratch in a game; more likely you’ll
start with a “footprint” sound, and generate sounds from that. Afterall,
you need some idea of what this sound is going to be like - typing in
audio.generateSqueak() won’t get you very far. ;) Wwise’s “SoundSeed”
feature uses this footprint sound to create variations of that idea,
thus solving the problems you listed.
As far as generating sounds in the first place, you would need to do
that separately to get that footprint sound. If you used a simple real
time generation for your sounds, they would sound exactly the same every
time - the biggest “don’t” in sound design.
But I guess to attempt to fully answer your question: you could
theoretically generate sounds on the fly and pass the synth randomized
parameters, but I’d be willing to bet it wouldn’t be worth the effort.
Using a footprint sound I think is the most practical way.
direct sound does offer a few realtime effects to put on waves, this is
for extra atmospherics, if the player is in a tunnel for example you can
put extra echos on the effects.
If there was some “audio shader” that would mean there would be a place
to insert user defined effects that are programmed from scratch.
Its actually a good idea, but digital sound programming is quite
advanced mathematics, and coding visual shaders is a lot more new-guy
friendly, you can get results right at the start with shaders, but audio
Most people leave it up to their editing equipment to put effects on
waves and pre burn all the effects before the game launches, teaching
people iir filters is quite complicated maths.
XAudio2 in DirectX introduces DSP Effects, which they say “…are the
pixel shaders of audio”.
What aamesxdavid mentions with the “footprint”-sounds actually could
solve my (more theoretical) problem (at least at the moment - still at
planning stage). And I actually forgot to mention what I wanted to
achieve, which is
Still, while I do understand, that the “creation of sounds” is a
mathematical thing, I do think, that the same applies for any kind of
3D-Engine anyways, still in many cases we do not constantly rewrite
everything from skratch, but use lots of helping-libraries to achieve
what we need to achieve. In case of “graphic-shaders” (to whom I refer),
we now use tools and HLSL to tell the objects how they have to look
Seeing as a computer-music-hobbyist how some companies create softsynths
and other sound-processing applications, with partially awesome results,
I do actually think, that with the current available processing power,
the mathematical calculations should be rather easy to solve (especially
seeing, that only few projects utilize the full power of all the cores
that are available in many of todays quad-cpu-computers).
Going a bit further in my question comparing the audio-development vs.
the graphical development of game creation, I kinda ask myself, what
happened with all those applications that we seen in earlier days, where
we had fun for hours (ok, maybe minutes), typing in some ridiculous
sentences, then hearing our computer talk to us. And still, today, I
have to read Quests in an RPG rather than listening to it.
Earlier, I had to read the whole game, but now I can at least see it.
(True, there are games, where you wish you hadn’t seen that one…).
@JarkkoL: Sounds good, and is at least a basis for what I am “aiming”