This page presents demos and videos of procedural audio systems and experiements. More to come!
Procedural Audio demos by Graham Gatheral using UDK and SuperCollider
UDK sending OSC messages to SuperCollider to play weapon fire sound effects in real-time.
More videos:
UDK sending OSC messages to SuperCollider to play creaking door sound effects in real-time.
Metal impacts demo - collision data is collected in Kismet and sent via a custom OSCsend node to SuperCollider, to control resonance, pitch and level parameters in a metal impact SynthDef.
Logarithmic attenuation demo - fall-off curve calculations are made in Kismet and sent to SuperCollider to control volume level of the barrel impact sound SynthDef.
Spatialization demo - spatial data is gathered in Kismet and sent to SC to control panning of a pink noise sound. This demo also uses the logarithmic panning technique from the previous demo, this time with LPF.
Liquids demo - 5 liquid based scenarios - all sounds/spatialization generated in SuperCollider (except the UDK default footsteps).
Melee weapon impacts demo - UDK controls resonance/pitch/level/decay parameters of a simple 'clang' SynthDef.
Liquid Simulator from Kees van den Doel
Based on the physics of a single bubble and a statistical model. Written with JASS.
Try it!
Videos of Phya (by Dylan Menzies)
Good example of modal synthesis in action.