ABSTRACT

Skipping Stones is an experiential game in which the player throws found rocks from a beach over the water, creating generated music. There are two major components to a procedural audio system like the one found in our game Skipping Stones: producing sound and composing. In order to produce sound, the author used a sample-based synthesis approach. Most of the instruments in Skipping Stones are actually just basic samplers. In order to build the Skipping Stones' procedural composer, the author used the principles of music theory and turned them into software. In Skipping Stones, the player skips stones across a lake to create music. Every bounce generates a part of the composition. Chords are simply notes that sound good when played together. It is important to understand that the beauty and expressiveness in the Skipping Stones audio engine did not come from just the procedural composer, but also the instruments designed by the human composer to work within the engine.