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The Procedural Audio Middleware | GameSynth

    http://procedural-audio.com/ja/index.html#:~:text=The%20Procedural%20Audio%20Middleware%E2%84%A2%20GameSynth%E3%81%AF%E3%80%81%E7%8F%BE%E5%9C%A8Tsugi%E3%81%8C%E9%96%8B%E7%99%BA%E4%B8%AD%E3%81%AE,%E3%83%9E%E3%83%AB%E3%83%81%E3%83%97%E3%83%A9%E3%83%83%E3%83%88%E3%83%95%E3%82%A9%E3%83%BC%E3%83%A0%E3%83%BB%E3%83%97%E3%83%AD%E3%82%B7%E3%83%BC%E3%82%B8%E3%83%A3%E3%83%AB%E3%82%AA%E3%83%BC%E3%83%87%E3%82%A3%E3%82%AA%E3%83%9F%E3%83%89%E3%83%AB%E3%82%A6%E3%82%A7%E3%82%A2%20%E3%81%A7%E3%81%99%E3%80%82%20%E3%83%8F%E3%82%A4%E3%82%AF%E3%82%AA%E3%83%AA%E3%83%86%E3%82%A3%E3%81%AE%E3%82%B2%E3%83%BC%E3%83%A0%E5%8A%B9%E6%9E%9C%E9%9F%B3%E3%82%92%E7%B4%A0%E6%97%A9%E3%81%8F%E6%89%8B%E8%BB%BD%E3%81%AB%E4%BD%9C%E6%88%90%E3%81%97%E3%80%81%E3%81%BE%E3%81%9F%20%E3%83%A9%E3%83%B3%E3%82%BF%E3%82%A4%E3%83%A0%E3%81%A7%E6%A7%98%E3%80%85%E3%81%AA%E5%8A%B9%E6%9E%9C%E9%9F%B3%E3%83%90%E3%83%AA%E3%82%A8%E3%83%BC%E3%82%B7%E3%83%A7%E3%83%B3%E3%82%92%E7%94%9F%E6%88%90%20%E3%81%97%E3%81%BE%E3%81%99%E3%80%82
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What is Procedural Audio? - Dara Crawford

    https://daracrawford.com/new-blog-3/what-is-procedural-audio
    Currently Procedural Audio systems still require direction by someone with knowledge of audio and music (Fournel, 2017). Developments Companies such as WWISE and Procedural Audio have been making advances in their middleware technology.

The Procedural Audio Middleware | GameSynth

    http://procedural-audio.com/ja/index.html
    GameSynth is Tsugi’s upcoming multi-platform procedural audio middleware. Create new sound effects quickly and easily, generate sound variations automatically at run-time, change the sound dynamically based on the game context and save tons of memory!

Procedural Audio and the Physics of Sound | Luke Wilson

    https://lukejwilson.wordpress.com/2014/10/29/procedural-audio-and-the-physics-of-sound/
    The industry currently lacks a complete procedural audio solution that can be as effective as middleware such as Wwise or Fmod, therefore for a system that truly adapts to our own requirements for a game, we have to develop it ourselves, requiring sound designers a strong background in synthesis and programming.

Procedural Audio LODs | Tsugi Blog

    http://tsugi-studio.com/blog/2018/01/10/procedural-audio-lods/
    A useful technique when designing a procedural audio patch is to divide it based on different levels of details (LODs) of the sound we want to simulate. To illustrate our point, let’s create a very simple rain patch. If we had to design such a patch, we may be tempted to trigger many Bubble generators in GameSynth, with different settings.

Products | Tsugi : Software for Creatives

    http://tsugi-studio.com/web/en/products.html
    THE PROCEDURAL AUDIO MIDDLEWARE™. Generate sound effects in real-time, based on the patches you designed in the tool and the inputs from your game. Infinite sound variations, increased audio interactivity, ultra-low memory footprint, and reduced implementation time!

procedural.audio - Gameaudio Podcast

    http://procedural.audio/
    Game Audio Podcast – Episode #54 – Beep Education. We are joined by Dr. Karen Collins to talk about Education, the Beep Documentary, and the continuing saga of world-traveling after a successful Kickstarter. Beep composer Leonard Paul talks about his role in the documentary, his roots in Procedural Audio and The School of Video Game Audio.

Procedural Audio Now!

    https://proceduralaudionow.com/
    Aaron McLeran and Dan Reynolds joined us over Skype to talk about the new procedural audio features in Unreal Engine 4.16. Aaron began with an introduction to UE4’s visual scripting system, Blueprint, picking out topics such as execution order, data structures and messaging, and making useful comparisons to the way various features are implemented in MaxMSP.

VORPAL: A Middleware for Real-Time Soundtracks in Digital ...

    https://www.sbgames.org/sbgames2018/files/papers/CTDMestrado/187067.pdf
    of procedural audio features, and it is an already established technology in the research eld of computer music. Based on this decision and the architecture of previous game audio middleware solutions, we divided the software architecture of VORPAL into two parts: an audio engine and a soundtrack creation kit.

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