Procedural audio is something that has a lot of potential, but it’s still pretty underused (given it’s potential). I guess the most discussed case on the last few months is the making of No Man’s Sky, that utilizes the process to generate an “infinite” (actually, a number so big that fells like infinite) number of sounds, textures, etc. I’ve written a post about this, called “No Man’s Sky Procedural Audio“.
Today, I share a 2013 lecture about the subject. Given by Andy Farnell (pioneering researcher and author of the textbook Designing Sound), it’s an almost two hour presentation where he explains procedural audio: what is, how it works, examples, etc etc etc.
I haven’t finished it yet. I had to stop in the middle to post it here for you, because it’s really good.
Hope you enjoy it! 🙂
Mauricio Ruiz – www.mauricioruiz.me