Procedural Audio: a Lecture, by Andy Farnell (2013) | #GameAudio #SoundDesign

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 –


2 thoughts on “Procedural Audio: a Lecture, by Andy Farnell (2013) | #GameAudio #SoundDesign

  1. Pingback: Everybody’s Gone to the Rapture Procedural Ambience | #GameAudio #ProceduralAudio | Audio & Music

  2. Pingback: Why Procedural Audio is so Useful for Games? (via @asoundeffect) | #GameAudio #GameDev | Audio & Music

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