Adrián Barahona Ríos
Increasing the efficiency in the creation of procedural audio models for video games
The use of procedural audio in video games presents several benefits, especially in highly interactive environments like in VR, where haptics controllers are commonly used. Having a synthesizer changing its parameters in real-time depending on the player’s actions, the geometry of the game object, or its material, can increase the immersion, extend the current sound design palette, reduce memory demands, and improve the way audio responds within the game.
The main objectives of this research are to find more efficient strategies to create procedural audio models for video games, and, with this goal in mind, to improve current procedural audio models in terms of sound quality and interactivity. The research will use physically informed synthesis in the current video game context with a focus on improving the human-computer interaction. It will explore DSP and machine learning approaches, focusing both on the creation of starting points for the synthesizer to develop a model and on end to end models.
I have been enthusiastic about sound and more specifically about game audio since I began my studies. By the time I completed my HND in Creative Media Production in Madrid, I started working in the industry as a recording engineer in an ADR studio for the Spanish localisation of video games (such as Fallout 4, Until Dawn or Just Cause 3). I moved to the UK in 2015 to take a BA (top-up) in Music Production at the Southampton Solent University and an MSc in Sound Design at the University of Edinburgh immediately after. During that journey I focused my career in procedural audio and explored ways to create models for interactive applications by using different techniques.
On the personal side I consider myself a devoted gamer, taking also an active part in events such as game jams or conventions. I make music and brew beer every now and then too!
Home institution: York
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