Video Game Audio Prototyping with Half-Life 2

  • Leonard J. Paul
Conference paper

DOI: 10.1007/978-3-540-79486-8_17

Part of the Communications in Computer and Information Science book series (CCIS, volume 7)
Cite this paper as:
Paul L.J. (2008) Video Game Audio Prototyping with Half-Life 2 . In: Adams R., Gibson S., Arisona S.M. (eds) Transdisciplinary Digital Art. Sound, Vision and the New Screen. Communications in Computer and Information Science, vol 7. Springer, Berlin, Heidelberg

Abstract

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.

Keywords

Video game audio video games prototyping Half-Life 2 Open Sound Control OSC game coding game audio research 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2008

Authors and Affiliations

  • Leonard J. Paul
    • 1
  1. 1.Lotus AudioVancouverCanada

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