ABSTRACT

This chapter explores the prototyping process of DSP algorithms and techniques that support the creation of interactive soundscapes. It also discusses the reasons to implement early prototypes in a game audio production cycle, and the brief list of the available languages and frameworks that help with DSP prototyping. Trends on dynamic soundscapes, dynamic mixing approaches, and procedural audio are some of the reasons for modern games to demand more and more online and offline audio processing. The chapter considers implementing the low-level filter in Python: second-order Butterworth filter as an example, which actually is closer to the final C++ implementation in game engine or audio middleware. It uses Python along with the Anaconda distribution as a high-level scripting language that allows quick prototyping and iteration of design ideas to examine the properties of a low-pass filter. Python and Anaconda are powerful tools, but this is just the beginning because the possibilities are endless if they are experienced more.