Sound design with the help of procedurally generated sound in video games has seen arise in the last few years given how that method gives us greated freedom in how soundreacts in realtime to the games, and the players. This research looks into if there is anydifference in how procedural sound, in this case procedurally generated wind, affectsthe navigation of players in a three dimensional world, as opposed to static samplebased sound design.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:his-11452 |
Date | January 2015 |
Creators | Þorsteinsson, Jóhannes |
Publisher | Högskolan i Skövde, Institutionen för informationsteknologi |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0015 seconds