Abstract
Real-time soundtracks in games have always faced design restrictions due to technological limitations. The predominant solutions of hoarding prerecorded audio assets and then assigning a tweak or two each time their playback is triggered from game code leaves away the potential of real-time symbolic representation manipulation and DSP audio synthesis. In this paper, we take a first step towards a more robust, generic, and flexible approach to game audio and musical composition in the form of a generic middleware based on the Pure Data programming language. We describe here the middleware architecture and implementation and part of its validation via two game experiments.
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A recursive acronym.
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See Firelight’s FMOD Studio (www.fmod.org), Audiokinetic’s Wwise (www.audiokinetic.com/products/wwise), and Elias Software’s Elias (www.eliassoftware.com).
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Mizutani, W.K., Kon, F. (2017). VORPAL: An Extensible and Flexible Middleware for Real-Time Soundtracks in Digital Games. In: Aramaki, M., Kronland-Martinet, R., Ystad, S. (eds) Bridging People and Sound. CMMR 2016. Lecture Notes in Computer Science(), vol 10525. Springer, Cham. https://doi.org/10.1007/978-3-319-67738-5_13
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DOI: https://doi.org/10.1007/978-3-319-67738-5_13
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