~/talk

Data-Driven Sound Design

Talkat Unreal Fest Europe 2019 · 2019-04-10..04-12· [game-development]
slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction
  2. 1:52Data-driven sound design
  3. 4:24Spatial audio temple
  4. 7:32Procedural bird system
  5. 14:45Limitations of instances
  6. 19:31Data assets explained
  7. 24:31Implementing data assets
  8. 30:21Granular synth presets
  9. 35:53Modulation and final demo
  10. 42:26Resources and conclusion
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