ModSyn demo's

The envelope generator now seems to work okay, which makes everything about 20% faster on my machine. Sources are updated too.

www.gagaplay.com/modsyn/modsyn_karpluxx.jnlp
www.gagaplay.com/modsyn/modsyn_clockwork.jnlp

The sources are here:
www.gagaplay.com/modsyn/src.zip

Worked on some GUI stuff. You can now have fun adjusting the parameters of the KarPluxx synth :slight_smile:
Be careful with the Filter Cut-off parameter; set it too high and things easily get out of control.

The library is still written in a way that it doesn’t need to depend on AWT/Swing or JavaSound (except of course when you use components that depend on it). This to make it an option for use in games that avoid these dependencies (typically LWJGL games, I’d only need to create an interface to OpenAL)).

I always thought it would be cool to be able to use realtime generated sound effects instead of static audio samples, to make sound more organic and dynamic.

My question, is it likely to be used in such games, or is everybody happy to use sampled sound effects?
Maybe I’ll try to use it in Hyper Blazer, as a proof of concept…

If there’s no need for this lib for gaming, then maybe I’ll drop focus on that and concentrate more on VST integration.

Well just think, most games on the gameboy and NES used synthesized sounds for music and effects. It all depends, maybe they want to reduce size and have synthesized effects.

Yes, but I’m not targetting NES and Gameboy :wink:

[quote] It all depends, maybe they want to reduce size and have synthesized effects.
[/quote]
That was basically my question :slight_smile:

If you can create usable effects then people who need effects will use them. I very much doubt that any random person is going to try to create effects without any knowledge and would just go for samples, so if you can create a set of preset effects/sounds then I think that people will use them.

Actually dynamic sound effects are a valuable part of many game genres. Think of 3D-Sound in shooters to guess the location of an enemy or reverb effects in racing games when driving through a tunnel.

This is not really on topic, but nevertheless interesting for audio coders: I recently stumbled over a paper dealing with GPU Audio Processing

I’m surprised someone actually wrote a paper on it, I mean it’s no surprise; in fact when the PS2 was released some universities bought them in bulk to use their GPU’s as calculators. I think that in the coming years we may see a general maths processing card (they are already being developed), and maybe some SIMD processors.

Plays just great on my box.

Fantastic app, I had a lot of fun demoing it.