@inproceedings{60549d8c46464064a9ae780cb3201e47,
title = "Spatial and Kinematic models for Procedural Sound in 3D Virtual Environments",
abstract = "In the last years an increasing interest can be observed for developments in game engine technologies as a versatile creative tool. In particular, the possibility to visualize and simulate real-time complex physical behaviors facilitates the design and implementation of 3D virtual music instruments and the exploration of sound gesture as a result of their kinematic and spatial properties. This paper describes two case examples in the form of linear compositions based on non-conventional instrumental designs where audio is procedurally generated using custom-built APIs in the game engine scripting language (Unity3D-Javascript/C\#). Sound events are also organized as a sequence of flexible code instructions, resulting in a quasi-fixed piece duration with subtle timbral variations over multiple playbacks. In both cases, the model presented shows inherit spatial characteristics, which are useful in order to build spatialization patterns in a multichannel loudspeakers configuration and emphasize the strong causal connection between the visual and sonic aspects of these works.",
author = "\{Pecino Rodriguez\}, \{Jose Ignacio\} and Ignacio Pecino",
year = "2014",
month = sep,
language = "English",
volume = "2014",
series = "International Computer Music Conference Proceedings",
publisher = "Michigan Publishing",
booktitle = "International Computer Music Conference Proceedings",
address = "United States",
note = "ICMC 2014 (International Computer Music Conference) ; Conference date: 14-09-2014 Through 20-09-2014",
}