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AndrewBlemings- Really impressive work with the procedural sound! It’s awesome how responsive the audio feels. Do you think this technique could extend to other types of experiences, like environmental effects or interactive puzzles?
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- AndrewBlemings-16 days agoCommunity Member
Thanks, Katie! I would definitely like to try more complex implementations soon.
Some of this crosses into music production and sound synthesis, but different synthesizers can produce a wide range of sounds definitely. A simple NoiseSynth emitting white noise could be filtered and layered to produce a variety of wind, weather, and water noises.
That airy sound we sometimes hear sweep from low to high when filling a glass with water might be copied by taking the y-position of a water graphic's meniscus and using it to calculate the frequency "cutoff" of a bell filter applied to a noise synth.
Any training that requires a learner to locate something on the canvas with their mouse may benefit from an audio cue that raises the volume of a background track of ephemeral sparkly sounds, letting the learner know along that channel that they're close to their target. The new JavaScript API makes it trivial to calculate the distance between the mouse cursor and one of those solutions, so I would plan to raise some sort of volume as a function of that distance, disappearing outside a certain threshold but programmatically increasing as the learner grew closer.
Any content that might expect to use a lot of sound and thus want to prepare for and mitigate listener fatigue would benefit from producing those sounds procedurally to avoid the "every gun sounds the same and they all make one sound" kind of deal. Slight variations in pitch, volume, and stereo location can elevate general content into something much more personal.
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