background preloader

Sound

Facebook Twitter

— Title: At Last, It Is Time (remix of ‘World... Sound synthesis for games. Andy James Farnell, UK Abstract This work presents an overview of real-time client-side synthetic sound for use in games and interactive applications. Creating and managing native sound synthesis code for immediate client-side execution is large scale programming and design task. We need a good understanding of sound design practice to optimally solve the problem, but this is not sound design, nor is it music. 1 Synthesis Traditionally, using sampling we obtain a file containing recorded data. 2 Efficiency It is possible to run many synthesisers in parallel, typically hundreds, but unlike sample playback which has a fixed resource cost per channel, a synthesisers resource cost is variable. 3 Level of detail In 3D graphics processing the rendering stage is able to optimise by not bothering to draw distant objects in so much detail as closer ones.

Assigning continuous control to level of detail can also produce some striking effects that sound much better than simply mixing samples. Synthesizing Sound (The Java™ Tutorials > Sound) Most programs that avail themselves of the Java Sound API's MIDI package do so to synthesize sound. The entire apparatus of MIDI files, events, sequences, and sequencers, which was previously discussed, nearly always has the goal of eventually sending musical data to a synthesizer to convert into audio.

(Possible exceptions include programs that convert MIDI into musical notation that can be read by a musician, and programs that send messages to external MIDI-controlled devices such as mixing consoles.) The Synthesizer interface is therefore fundamental to the MIDI package. This page shows how to manipulate a synthesizer to play sound. Many programs will simply use a sequencer to send MIDI file data to the synthesizer, and won't need to invoke many Synthesizer methods directly.

However, it's possible to control a synthesizer directly, without using sequencers or even MidiMessage objects, as explained near the end of this page. and four classes: Understanding MIDI Synthesis Instruments. UserManual – FluidSynth. .theprodukkt. Procedural Audio Papers.