SMU Guildhall Graduate Catalog Spring 2020 — Cohort 28 | Page 84

Shitao ‘KZ’ Zhou Software Development « 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.