Netzwerk Phänomenologische Metaphysik

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Video game audio prototyping with half-life 2

Leonard J. Paul

pp. 187-198

This paper describes how to utilize the Half-Life 2 (HL2) Source engine and Open Sound Control (OSC) to communicate real-time sound event calls to a Pure Data (PD) sound driver. Game events are sent from Half-Life 2 to the PD patch via OSC which triggers the sound across a network. The advantage of this approach is that the PD sound driver can have both the sample data and the sound behaviors modified in real-time, thus avoiding the conventional need for a lengthy recompilation stage. This technique allows for rapid iterative game audio sound design through prototyping which increases the efficiency of the work-flow of the game sound artist working on the current seventh-generation consoles and PC video games. This method is also of interest to researchers of game audio who wish to experiment with novel game audio techniques within the context of a game while it is running.

Publication details

DOI: 10.1007/978-3-540-79486-8_17

Full citation:

Paul, L. J. (2008)., Video game audio prototyping with half-life 2, in R. Adams, S. Gibson & S. Müller Arisona (eds.), Transdisciplinary digital art. sound, vision and the new screen, Dordrecht, Springer, pp. 187-198.

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