Motion, Interaction and Games | 2019

Procedural Sound Generation for Soft Bodies in Video Games

 
 

Abstract


We propose a real-time, data-driven method to synthesize the sound of typical soft bodies (such as cloth and rope) in video games. For a given soft body, we perform a geometric analysis of its shape at each frame. These data are used to calculate a variety of motion events at run time that would produce sounds. We then record a database of sounds, which contains sequences of segmented sound units. Finally, we use a concatenative synthesis method to select and synthesize the actual soft-body sounds according to the extracted motion signals. Our approach is more computationally efficient compared to existing soft-body sound synthesis methods and is compatible with any particle-based soft-body physics in video games. We implement our method in Unreal Engine 4 and demonstrate its efficiency with several examples.

Volume None
Pages None
DOI 10.1145/3359566.3360068
Language English
Journal Motion, Interaction and Games

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