Use of procedural audio in Unity
Tähtinen, Eetu (2021)
Tähtinen, Eetu
2021
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2021052511199
https://urn.fi/URN:NBN:fi:amk-2021052511199
Tiivistelmä
The objective of this study was to investigate procedural audio as a sound design tool in Unity. Procedural audio, which means real-time sound synthesis, is put into context with other sound design techniques and compared to those by examining its benefits and disadvantages. The practical part consists of a virtual reality gallery project that dives deeper into techniques of creating sounds using procedural audio and ways of creating ever-changing, unique soundscapes in a non-linear environment.
The thesis explores Pure Data, visual programming language for multimedia, that was used to create procedural audio for the virtual reality gallery. Different objects and tools found in Pure Data are thoroughly covered and explained how they can be used for synthesis, waveshaping and alike to achieve complex soundscapes that could be further modified.
In the thesis’ practical project, four different rooms created for a virtual reality gallery were taken under inspection on how the procedural audio was created for them and what the steps were to get all the sounds to play in Unity. The thesis provides some general guidelines for creating procedural audio as well as different resources for compiling Pure Data patches to work in different platforms Unity offers.
The thesis explores Pure Data, visual programming language for multimedia, that was used to create procedural audio for the virtual reality gallery. Different objects and tools found in Pure Data are thoroughly covered and explained how they can be used for synthesis, waveshaping and alike to achieve complex soundscapes that could be further modified.
In the thesis’ practical project, four different rooms created for a virtual reality gallery were taken under inspection on how the procedural audio was created for them and what the steps were to get all the sounds to play in Unity. The thesis provides some general guidelines for creating procedural audio as well as different resources for compiling Pure Data patches to work in different platforms Unity offers.