Physically based sonic interaction synthesis for computer games

In this paper we describe a platform in which sounds synthesized in real-time by using physical models are integrated in a multimodal environment. We focus in particular on sound effects created by actions of the player in the environment such as waking on different surfaces and hitting different objects. The sound effects are implemented as extensions to the real-time sound synthesis engine Max/MSP.1 An 8-channel soundscape is spatialized using the vector based amplitude panning (VBAP) algorithm developed by VIlle Pulkki [17]. The sonic environment is connected through TCP/IP to Virtools.2

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