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An introduction to procedural audio in video games, and some examples of how it can be implemented. Procedural audio is a system or algorithm that rearranges, combines, or manipulates sound for greater variety and/or responsiveness. This is especially important in designing game sound, because we don't want players to grow weary of repetitive sound-effects, and, if the sound is best reflecting the action on screen, it can contribute to player immersion too. In this video I give a few examples, focused on shooting, but hopefully you can expand these ideas to a more diverse range of games. The Weapon Audio of Borderlands 3 - • The Weapon Audio of Borderlands 3 Encouraging Chaos, the Use of Generative Sound in No Man’s Sky - • Encouraging Chaos, the Use of Generative S... #ListeningToVideogames #ProceduralAudio #SoundDesign #Game Sound 0:00 Introduction, Defining Procedural Audio 0:48 Procedural Gun SFX Example 3:21 Procedural Ambiences 3:51 System-Driven Audio 6:52 So What? Subscribe for new videos every week: https://www.youtube.com/user/SimonHut... All my videos are fueled by coffee. You can buy me one here: https://ko-fi.com/simonhutchinson Follow me: Official Website - http://simonhutchinson.com/ Twitter - / cybrshutchinson facebook - / simonhutchinsoncomposer itch.io - https://simonhutchinson.itch.io/ Soundcloud - / simon-j-hutchinson I’m a composer, sound-designer, and new media artist trying to bring a global perspective to music technology. This channel contains performances, experiments, and instructional videos for artists and audiences searching for new ideas and avenues of musical expression.