A basic demonstration of how my Pure Data procedural audio patch works.
Inspired by practitioners such as Andy Farnell and others work in the field of procedural audio, an ambiance generator based on the principles behind procedural audio has been created (sounds synthesised in real time - which means no use of samples/recordings!). Through building this patch, the creative potential of procedural audio has been realised. It allows to achieve sounds that are not necessarily easy to capture, such as wind due to the interference with the microphone and also certain animals like crickets which are difficult to find due to my geographical location. Procedural audio is good way to achieve coherence when it comes to video games, as it allows complete control over the parameters of the sound in real time - which can then be hooked up to game parameters for a greatly intricate level of adaptivity.

Loading more stuff…

Hmm…it looks like things are taking a while to load. Try again?

Loading videos…