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Video game audio prototyping with half-life 2
pp. 187-198
Abstract
This paper describes how to utilize the Half-Life 2 (HL2) Source engine and Open Sound Control (OSC) to communicate real-time sound event calls to a Pure Data (PD) sound driver. Game events are sent from Half-Life 2 to the PD patch via OSC which triggers the sound across a network. The advantage of this approach is that the PD sound driver can have both the sample data and the sound behaviors modified in real-time, thus avoiding the conventional need for a lengthy recompilation stage. This technique allows for rapid iterative game audio sound design through prototyping which increases the efficiency of the work-flow of the game sound artist working on the current seventh-generation consoles and PC video games. This method is also of interest to researchers of game audio who wish to experiment with novel game audio techniques within the context of a game while it is running.
Publication details
Published in:
Adams Randy, Gibson Steve, Müller Arisona Stefan (2008) Transdisciplinary digital art. sound, vision and the new screen: digital art weeks and interactive futures 2006/2007, Zurich, Switzerland and Victoria, BC, Canada. selected papers. Dordrecht, Springer.
Pages: 187-198
DOI: 10.1007/978-3-540-79486-8_17
Full citation:
Paul Leonard J. (2008) „Video game audio prototyping with half-life 2“, In: R. Adams, S. Gibson & S. Müller Arisona (eds.), Transdisciplinary digital art. sound, vision and the new screen, Dordrecht, Springer, 187–198.