I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content in scene space. What I have in mind is something like a scene, with concrete floor, wooden table and glass on it. Now let's assume force pushes the glass towards the edge of table and then the glass falls onto the floor and shatters. The near-realistic glass destruction itself would be possible using voxels and good physics engine, but what about the sound the glass makes while shattering? I believe there is a way to generate that sound, because physics of sound is fairly known these days, but how computationaly costy that would be? Consumer hardware or supercomputers? Do any of you know some good resources/videos of such an experiment?
This is discussed regularly in the Game Programming Gems.
That's probably one of the best resource you can find, here's a quick selection of articles:
- GPG4: 7.6 Controlling Real-Time Sound Synthesis from Game Physics
- GPG6: 6.1 Real-Time Sound Generation from Deformable Meshes
- GPG8 : 6.3 Real-Time Sound Synthesis for Rigid Bodies