Marching onwards Procedural synthetic footsteps for video games and animation

Puredata is used to demonstrate a exible and e cient approach to one problem in procedural game audio, that of creating footsteps. A model of ground pressure curves from bipedal movement combined with a synthesis layer and mapping of force to frictional excitement emulates the movement of actors on a surface. The speed and weight of the actor, the material composition of the ground and the work/speed ratio (approximated by ground incline) can be dynamically modi ed. E ciency for real-time clientside execution is a goal, such that the code may be embedded into world objects.

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