Shitao ‘KZ’ Zhou
Software Development
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Physically-Based Footstep Synthesis
Traditional methods of audio asset implementation, and I learned physics
expensive in both time and money. One interaction. Then I combined the footstep
production, like recording and foley art, are
such asset is the footstep sounds that are
used in a lot of video games. Producing
those sounds requires the recording of
model and ground physics model to
implement my synthesizers.
sound files for different shoes against These synthesizers can be used to
sought to integrate a sound synthesizer sounds in realtime. The final product
different ground types. In my thesis, I
system, SuperCollider, to my engine and
implement a synthesis pipeline for footstep
sounds.
This project was developed for
over four months. I researched
software synthesizers and their basic
84
models for simulating foot and ground
SOFTWARE DEVELOPMENT
generate argument-controlled footstep
generates convincing sounds for footsteps
on snow, gravel, and wood flooring.