Implementation of Noises
- In computer games, there are numerous gameplay situations where sounds (such as engine noises or spaceship sounds) change noticeably with player actions. It is not feasible to provide a separate sound for every possible operational state in a library. Typically, a "sampling-pitch-blend container" approach is used. In this lesson, this method is introduced to students using two examples.
| Author: | Tom SchmidORCiD, Alexander von HoffmannORCiD |
|---|---|
| URL / DOI: | https://smart.vhb.org/edu-sharing/components/collections?scope=EDU_ALL&id=603b68b5-1d5d-46eb-bb68-b51d5dc6ebd3 |
| Subtitle (English): | Lesson 10 |
| Publisher: | Virtuelle Hochschule Bayern |
| Document Type: | Course Material |
| Language: | English |
| Date of first Publication: | 2026/02/23 |
| Release Date: | 2026/04/20 |
| Tag: | Game Audio; Game Design; Sounddesign; UX Sound |
| institutes: | Fakultät für Elektrotechnik Feinwerktechnik Informationstechnik |
| Ohm User Experience Center (Ohm-UX) | |
| Technologietransferzentrum Nürnberger Land | |
| Licence (German): |
