Simulated Crowd Audio

Originally developed in the Audio Programming module, I created crowd ambience in FMOD utilising a technique called granular synthesis. This project further expands on that concept originally, as I really enjoyed the audio aspect of games programming, and I wish to showcase it further.

 

The reason why it’s useful to utilise granular synthesis is that it allows a lot of parameters to create a dynamic scene of varying intensity while also reducing overall filesize. You can see it often used in games for engine and rain audio, and I wanted to utilise it for real-time crowd sounds.



Type of employment sought
Junior Games Programmer


Areas available to work
Open for any city or town, preferably northwest.



Contact Jonathan