
Publication details
Publisher: Springer
Place: Berlin
Year: 2008
Pages: 187-198
Series: Communications in Computer and Information Science
ISBN (Hardback): 9783540794851
Full citation:
, "Video game audio prototyping with half-life 2", in: Transdisciplinary digital art. sound, vision and the new screen, Berlin, Springer, 2008


Video game audio prototyping with half-life 2
pp. 187-198
in: Randy Adams, Steve Gibson, Stefan Müller Arisona (eds), Transdisciplinary digital art. sound, vision and the new screen, Berlin, Springer, 2008Abstract
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
Publisher: Springer
Place: Berlin
Year: 2008
Pages: 187-198
Series: Communications in Computer and Information Science
ISBN (Hardback): 9783540794851
Full citation:
, "Video game audio prototyping with half-life 2", in: Transdisciplinary digital art. sound, vision and the new screen, Berlin, Springer, 2008