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|Session Name:||Data Driven Granular Synthesis for Video Games|
|Company Name(s):||Square Enix|
|Track / Format:||Audio|
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Square Enix proposes a novel system that automatically extracts features from existing recordings of granular sounds, like the sound of rain, the sound of running water or the sound of falling debris. Based on the extracted data a similar sound can be reproduced. A few seconds of recorded audio data provide enough information to create similar sounds of high quality and arbitrary length. By varying the parameters of the resynthesis sound designers can tweak the sound to their liking.
In this talk they want to explain the implementation of the system and then go on and talk about its integration in the workflow of game production. They are also going to explain for what sounds the system can be used. Comparisons to classic sample playback will show that they can reduce the necessary memory by up to 90% without compromising on quality. They will also demonstrate in which way sound designers can tweak the sound by changing synthesis parameters.