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Adam Sporka
Charles University
Tuesdays 10.40, Room SW1, Malostransk辿 n叩mst鱈
NCGD009 19/20
Adaptive Music and Interactive Audio
Adaptive Music
Techniques, design,
production, implementation
Generative Audio
Aleatoric systems, generative
music, genetic algorithms, AI
Course Overview
Sound Effects
Design, production,
implementation
Audio Implementation
Low-level programming
FMOD, Wwise;
Unity, Unreal integration
Using Audio as an
Interactive Medium
What Is Sound to People?
 Physics
 Sound 鍖eld
 Signal
 Content of signal
 Music / audio design
 Tone, noise
 Sample, loop
 Subjective property of a device
 The headphones have a nice sound
Were Mostly Visual Creatures
 Audio is taught to carry only a complementary information
 Easy to communicate using sound
 Difficult to talk about sound
sight
hearing the rest
Levels of Description of Sound
Physics Design
Common Applications of Sound
 Obvious:
 Film, video games
 Acoustic noti鍖cation of background processes
 Less obvious:
 Subjective reduction of noise level
Sound in User Interfaces
 Interaction modality (input and output)
 Alerts
 Widget sounds
 Presentation of data
 Mood setters
 Sound branding
Sound in Video Games
 Complement of visual information
 Bears other forms of information
 Foreground
 Voices
 Sounds of objects being manipulated
 Background
 Environment
 Mood
 Music
Sound Design Exercises
 Bomb explosion
 Explosion in outer space
 Two swords colliding
 Lightsaber combat
 Blade of sword, illuminated by sunrise
 Whisper in the crowd
 Cave
 Light
 Semantics more important than correct physics?
Sound Effects
Behavior of Audio Sources
tuner hit
one-shot
always the same
only heard
from up close
signal generator
sustained
randomized
helicopter
sustained
maneuver-sensitive
Doppler effect
likely
explosion
one-shot
randomized
may disrupt
other sounds
running animal
periodic
randomized
depends on the
ground surface
Audio Localization
ITD: Inter-aural Time Difference
IID: Inter-aural Intensity Difference
HRTF: Head-related Transfer Function
Spatial Audio
Early Echoes
Reverb
Spatial
complexity
Diegetic Sounds
 Belonging to the world
 Explainable by processes in the world
 Intrinsic acoustic properties of objects
 Collisions of objects
Examples:
 Footsteps of a person we see
 Sword drawn
 Dialog of people
Diegetic Ambiences
 Without any events happening, what would you hear?
Non-diegetic Sounds
 Cannot be explained by the processes in the world
Examples:
 Narrators voice-overs
 Abstract sound effects
 Music (if not from a visible source)
User Interface Sounds
 De鍖nitely not anyhow a part of the world
Examples:
 Buttons pressed
 Choices activated
 Alerts
 Widgets
Sound Effects by Duration
 One-shots
 Short (or 鍖nite)
 Distinct instances
 Played once or periodically
 Impacts, footsteps, 
 Sustained sounds
 Loops
 Keep playing until switched off
 Engines, wind
One-shots: Vertical
footsteps, shots, one-off activities
Sustains: Horizontal
situations, states, stable running machines
Audio Mix
Multiple One-shot Samples
Multiple sounds playing at the same time
People are not good at:
 Attributing each sound to its object
What to do:
 Only the most important visual elements have their one-shot
sounds
 The rest is simulated as a 2-long loop
 Make sure you have perfect loops
Multiple One-shot Samples
People are good at:
 Detecting loops, cycles
 Telling that two sounds are identical
What to do:
 For real environment recordings:
Remove easily memorable sounds
 For synthesis:
Randomize the sounds inside the loops
Multiple One-shot Samples
Very important:
 Sounds triggered synchronously to frames
 100s of reasons to play a sound per second
 real danger of ending up with a 30/60Hz hum
Unexpected Realism
 No sound in space
 Cant whisper in a crowd
 Plate armor does not sound hollow
 Camera is not the same thing as the microphone

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Adaptive Music and Interactive Audio

  • 1. Adam Sporka Charles University Tuesdays 10.40, Room SW1, Malostransk辿 n叩mst鱈 NCGD009 19/20 Adaptive Music and Interactive Audio
  • 2. Adaptive Music Techniques, design, production, implementation Generative Audio Aleatoric systems, generative music, genetic algorithms, AI Course Overview Sound Effects Design, production, implementation Audio Implementation Low-level programming FMOD, Wwise; Unity, Unreal integration
  • 3. Using Audio as an Interactive Medium
  • 4. What Is Sound to People? Physics Sound 鍖eld Signal Content of signal Music / audio design Tone, noise Sample, loop Subjective property of a device The headphones have a nice sound
  • 5. Were Mostly Visual Creatures Audio is taught to carry only a complementary information Easy to communicate using sound Difficult to talk about sound sight hearing the rest
  • 6. Levels of Description of Sound Physics Design
  • 7. Common Applications of Sound Obvious: Film, video games Acoustic noti鍖cation of background processes Less obvious: Subjective reduction of noise level
  • 8. Sound in User Interfaces Interaction modality (input and output) Alerts Widget sounds Presentation of data Mood setters Sound branding
  • 9. Sound in Video Games Complement of visual information Bears other forms of information Foreground Voices Sounds of objects being manipulated Background Environment Mood Music
  • 10. Sound Design Exercises Bomb explosion Explosion in outer space Two swords colliding Lightsaber combat Blade of sword, illuminated by sunrise Whisper in the crowd Cave Light Semantics more important than correct physics?
  • 12. Behavior of Audio Sources tuner hit one-shot always the same only heard from up close signal generator sustained randomized helicopter sustained maneuver-sensitive Doppler effect likely explosion one-shot randomized may disrupt other sounds running animal periodic randomized depends on the ground surface
  • 13. Audio Localization ITD: Inter-aural Time Difference IID: Inter-aural Intensity Difference HRTF: Head-related Transfer Function
  • 15. Diegetic Sounds Belonging to the world Explainable by processes in the world Intrinsic acoustic properties of objects Collisions of objects Examples: Footsteps of a person we see Sword drawn Dialog of people
  • 16. Diegetic Ambiences Without any events happening, what would you hear?
  • 17. Non-diegetic Sounds Cannot be explained by the processes in the world Examples: Narrators voice-overs Abstract sound effects Music (if not from a visible source)
  • 18. User Interface Sounds De鍖nitely not anyhow a part of the world Examples: Buttons pressed Choices activated Alerts Widgets
  • 19. Sound Effects by Duration One-shots Short (or 鍖nite) Distinct instances Played once or periodically Impacts, footsteps, Sustained sounds Loops Keep playing until switched off Engines, wind
  • 20. One-shots: Vertical footsteps, shots, one-off activities Sustains: Horizontal situations, states, stable running machines Audio Mix
  • 21. Multiple One-shot Samples Multiple sounds playing at the same time People are not good at: Attributing each sound to its object What to do: Only the most important visual elements have their one-shot sounds The rest is simulated as a 2-long loop Make sure you have perfect loops
  • 22. Multiple One-shot Samples People are good at: Detecting loops, cycles Telling that two sounds are identical What to do: For real environment recordings: Remove easily memorable sounds For synthesis: Randomize the sounds inside the loops
  • 23. Multiple One-shot Samples Very important: Sounds triggered synchronously to frames 100s of reasons to play a sound per second real danger of ending up with a 30/60Hz hum
  • 24. Unexpected Realism No sound in space Cant whisper in a crowd Plate armor does not sound hollow Camera is not the same thing as the microphone