[chuck-users] Efficient analysis & resynthesis for game audio

S. Elliot Perez s.elliot.perez at gmail.com
Fri May 1 08:01:01 EDT 2020


I've been using Pure Data and the Heavy compiler (hvcc) to make procedural
audio for games/interactive media pieces the last couple of years. I just
started going through the videos of the Kadenze course. The first couple of
lessons, I did what Mr. Cook was doing in his ChucK software using Pure
Data... but then I got to Session 3 where he showcases a method of
resynthesis using two scripts- one to analyze a sound file and output a
list of peaks (frequency and amplitude), and one to perform the
resynthesis. I was very impressed with how quickly this goes as you can
just copy and paste the list from the 1st list into the 2nd one and you
already have a working model which you can then begin to tweak. With Pure
Data, this would be an exponentially more arduous process of manually
looking at a spectral analysis, filling out boxes, connecting them with
wires, copying & pasting for each frequency...

I'm curious as to what the possibilities of integrating these ChucK
algorithms into standard programming languages like C++/C# for use in game
engines. On the download page of ChuCK it says that the newest versions are
made to be embedded in other systems. Is there documentation detailing this


*S・エリオット・ペレスwww.selliotp.com <http://www.selliotp.com>*Sound Designer for
* enenインタラクティブサウンドディザイン*
[image: http://enengame.com/] <https://youtu.be/xYpc9agfil8>
[image: https://itunes.apple.com/us/app/enen/id1164297889?ls=1&mt=8]
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