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Spatial and Kinematic models for Procedural Sound in 3D Virtual Environments

  • Jose Ignacio Pecino Rodriguez
  • , Ignacio Pecino

Research output: Chapter in Book/Conference proceeding › Conference contribution

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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.
Original languageEnglish
Title of host publicationInternational Computer Music Conference Proceedings
Place of PublicationAthens, Greece
PublisherMichigan Publishing
Volume2014
Publication statusPublished - Sept 2014
EventICMC 2014 (International Computer Music Conference) - Athens, Greece
Duration: 14 Sept 2014 → 20 Sept 2014

Publication series

NameInternational Computer Music Conference Proceedings
PublisherMichigan Publishing

Conference

ConferenceICMC 2014 (International Computer Music Conference)
CityAthens, Greece
Period14/09/14 → 20/09/14

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