Data-Driven Sound Design
summary
Shows how to take a procedural bird/cicada system built from timers, float ranges and randomization and turn its instance parameters into reusable Data Assets so values are version-control friendly and portable across Levels. Demonstrates a preset API that applies ~20 granular-synth setup calls, adds a modulation-mapping system with min/max normalization and enum destinations, wires a simple widget + Actor to drive it, and produces stable, repeatable results from the granular synthesizer.
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chapters (10)
- 0:00Introduction
- 1:52Data-driven sound design
- 4:24Spatial audio temple
- 7:32Procedural bird system
- 14:45Limitations of instances
- 19:31Data assets explained
- 24:31Implementing data assets
- 30:21Granular synth presets
- 35:53Modulation and final demo
- 42:26Resources and conclusion
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