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Procedural Wind in game

  • nilsjohanpatrik
  • för 3 dagar sedan
  • 1 min läsning

A Pure Data patch was compiled using hvcc & VS and then implemented in a Unity level using Wwise. The wind intensity is controlled by an RTPC which is tied to how far the player has moved up the hill.

This results in a dynamic wind sound that adapts to the player environment and position without using a large set of samples.

Inspired and intrigued by the works of Andy Farnell, Joshua D. Reiss, Charles Verron, David Moffat and others.


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©1997 by Patrik Andersson

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