Procedural Foley for a Cinematic Sound.
summary
Procedural Foley for the Dark Pictures builds fully runtime systems that play 3200 assets across footsteps, upper/lower cloth, guns and props, and adapts the same tech to creatures via transform-based detection instead of animation notifies; CPU spikes get tamed with event culling and emitter culling, mix rules duck Foley for dialogue, and the system ships in House Of Ashes and proves robust enough for cinematic closeups while saving thousands of manual sequence edits.
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chapters (11)
- 0:00Conference introduction
- 3:35Procedural Foley talk
- 11:20Pre-production research
- 17:59Ordering procedural assets
- 20:11Footstep system immersion
- 23:09Gun and creature Foley
- 27:14Adapting for creature animation
- 31:17Optimization balancing
- 34:26Cinematic mixing techniques
- 36:30Future procedural audio plans
- 38:41Q&A
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