Hi everyone!
I'm a student at SAE Amsterdam in the Netherlands, currently working on a research project about the technical and commercial aspects of procedural audio for video games.
I know Andy (Obiwannabe) is the person to talk to about this stuff, so I've already sent him an e-mail containing my questions.
I have posted them here as well, just in case anyone else here can, and wants to answer my questions or has any tips for me. It would really appreciate it!
Questions:
1. Is the non linear (and sometimes higher) CPU cost of procedural audio a bottleneck, or a positive feature?
2. Is the video game industry aware of the advantages and the potential of procedural audio, compared to the more traditional sample based methods?
3. Sample based audio has been around for years. Do you think that video game developers / publishers are prepared to put money and effort in developing procedural audio systems?
4. Do you know of any games that make use of procedural audio?
5. What other good uses for procedural audio can you think of (other than in video games)?
Kind regards and a happy new year!
Imre
Oh and first post btw!