Jens von Bargen


Exploring interactive procedural synthesis techniques in a virtual environment


Procedural audio can be described as any sound that is not pre-sequenced or pre-recorded. Sampled audio tends to be non-dynamic or interactive bar effects. Procedural audio on the other hand is generated in real time according to a set of rules and input. This makes procedural audio a great tool for video games as the rules and input are constantly changing. Virtual reality is the ideal platform to present procedural techniques as the headset and motion controllers provide input data from the player in real time. By combining virtual reality and procedural audio, an entirely virtual world is ex experienced visually and sonically.

Video games are continuously getting more complex and pushing the boundaries of technology. One of the latest commercial technologies for interactive gaming is Virtual Reality. As the complexity of a game increases, content creation becomes a lot more in depth. Procedural content generation can help streamline the process of content creation and reduce the time of development significantly. This thesis will be looking at procedural audio within virtual environments. The aim is to integrate procedural audio as a compositional tool within a virtual environment, as well as demonstrate the applicability of procedurally generated audio for game audio development. This can be approached several different ways. The approach used throughout this project uses commercial software popular amongst the game, and audio development community.

Jens von Bargen