Wednesday, November 6, 2024
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Procedural sound synthesis: “primal” / animalistic / human-but-NOT-speech grunts / screams / groans / moans and so on


I’ve launched into this gamedev concept located in a procedurally-generated stone-age / primeval pre-language / pre-civilizational world, with all types of critters & beasts, flora & fauna, but in addition humanesque / humanoid species. Not precise duplicate of earth however relatable-enough (roughly like many procedural-planet performs intention for / obtain).

For immersion and non-repetetiveness I would like the soundscape to be procedurally synthesized as effectively, and aside from climate sounds (not the subject right here) it’s going to be stuffed with the entire vary of animalistic / primal voicings actually, whether or not coming from the varied animal kingdoms (mammals, birds, reptiles, bugs) or the humanoids of their hunts, fights, sports activities, play. In the long run, we’re speaking screams, groans, grunts, moans, chook chirps, humanoid giggles, and so on.

Are there algorithmic analysis works or fields (or blogs / code explorations) which have handled this specific sujet? (I think about this constraining by non-speech permits voice & onomatopoeia methods and explorations that will be out of order if speech was required.) I do know there’s procedural-sound work for engine / equipment stuff (unneeded right here), wind / climate (will take care of that individually) and so on. After which there’s TTS and generative music each of which is decidedly fully not-needed right here. However about this complete “primal voicings” route? Any prior work I ought to compensate for and examine, that anybody is aware of of?

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