Video summary
The Next Generation of Procedural Audio!
Main summary
Key takeaways
Summary: Next-Generation Procedural Audio
This video is an Audio Programmer Meetup talk about the next generation of procedural audio, focusing on procedural sound effects—all non-dialogue, non-music game audio such as explosions, footsteps, environmental atmospheres, and sci‑fi effects.
The speakers argue that procedural audio can provide adaptive, infinite-variation sound with low storage, but it currently has limited tooling for sound designers and inconsistent sound quality compared to high-quality recorded samples.
1) What “procedural sound effects” are
- Synthesized/generated in real time and adapt to changing inputs driven by gameplay (e.g., speed, loudness, dynamics, state changes).
- Historically, early games relied on procedural/electronic sounds because there was no practical storage for samples.
- Procedural audio has advanced through research that formalized approaches (including physical modeling and other synthesis techniques).
- Foley concepts exist in games too (recorded real-world performances mapped into gameplay systems), but procedural audio is positioned as a more scalable next step for worldbuilding.
2) Key benefits and drawbacks
Advantages
- Low storage requirements
- Flexibility/control
- Infinite variations, including sounds that were never recorded
- Procedural effects can be gameplay/state-driven for interactivity
Drawbacks
- CPU cost: efficient computation is required
- Tooling gap: sound designers lack workflows to deploy procedural models broadly
- Inconsistent sound quality: some models sound great, others need significant work
3) Nemesis: “write once, deploy everywhere” tooling for procedural audio
The talk introduces Nemesis, a company spun out of research at Queen Mary University of London, aiming to make procedural sound effects usable at scale by sound designers and game developers.
The core product idea
A tooling pipeline that can:
- Define a portable model interface (e.g., stereo output requirements, control parameters, presets)
- Use templating to generate:
- Skeleton code (DSP implementation in C++)
- Tests ensuring the translated DSP matches intended behavior
- Automated target projects for multiple audio/game platforms
Target deployment environments mentioned
- WebAudio / Web (via WebAssembly + Web Audio worklets)
- Wwise
- Roadmap/work discussed for:
- Unreal MetaSounds
- Unreal native audio
- Unity
- VST
Implementation details emphasized
- Model and parameters described via YAML, including:
- control parameter types (floats/ints/bools/triggers)
- presets
- Automated boilerplate generation
- Sanity checks, such as:
- duration accuracy
- clipping prevention
- numerical stability
- Supports binding generation for prototyping/testing (e.g., Python)
Demonstrated example model: an explosion
- A procedural explosion model inspired by “Designing Sound” style ideas (Andy Farnell):
- controllable perceptual components like rumble, hiss, and dust
- parameterized controls affecting distance/intensity and perceived elements
- Central claim: the same DSP behavior can be deployed across platforms.
4) Improving sound quality with a hybrid neural + procedural approach
To address inconsistent quality, the talk describes research on hybrid neural-procedural sound modeling that preserves human-interpretable controls (also linked to Queen Mary University of London).
Hybrid model structure
-
Parameter prediction network
- Inputs from real recordings represented like spectrogram-style data
- Outputs control parameters for an existing procedural DSP model
- Goal: align procedural output with recorded targets
-
Style transfer / refinement network
- Refines the procedural DSP output to sound more like the real recording
- Conceptually like style transfer for audio spectrograms
- Uses a vocoder-like step (spectrogram-to-waveform) to produce audio
How control is preserved
- The system retains the procedural model’s slider/control parameters
- Users can still modify parameters at runtime, while neural refinement improves realism
Demonstrated outcome (conceptual progression)
- Real recording
- vs pure procedural/DSP output (less realistic)
- vs refined neural output (more realistic)
Key message: better audio quality without losing interactive controlability.
5) Q&A themes: adoption challenges and performance considerations
Common challenges companies face
- Perception bias: “synthetic must be low quality” (influenced by historically poor synthesis results)
- Coverage problem: not every sound has an off-the-shelf model; sometimes bespoke models are required
- Adoption barrier: procedural audio enables “virtual worlds,” but studios must buy in and change workflows
Real-time performance and CPU budgeting
- Neural DSP can run in real time, but games face a CPU budget trade-off
- Mitigations discussed:
- efficiency research
- precomputation
- pruning networks
- explicit “knobs” to balance CPU usage vs quality
- A middle-ground approach mentioned:
- differentiable DSP frameworks (DDSP-like)
- make a DSP model differentiable and optimize parameters via gradient descent
- noted: improvements are possible, but their explosion case saw bigger gains from the neural neural approach
- (as described in the talk’s discussion)
Standards/languages
- Question about using specific music/game composition languages (examples mentioned include FA/Cmajor):
- they found such languages useful for generating backends during prototyping
- but they chose a custom/homegrown solution aligned to game plugin needs and parameter reporting
Integration with game engines
- Emphasis: no need to change engine developers’ core code
- Nemesis focuses on plugins that fit existing plugin APIs and middleware:
- “installable plugins in marketplace” model for engines/middleware
6) Main speakers and sources
Speakers
- Josh Rice (co-presenter): framing/abstract for the meetup and discussion of procedural audio opportunity
- David Martella (lead engineer): deep dive into Nemesis tooling and the neural-procedural hybrid refinement
External affiliations / references mentioned
- Nemesis
- Queen Mary University of London
- Related tools/companies referenced: Juce, Kronos, 11 Labs, Tsugi
- Middleware/engines/tools mentioned: Unity, Unreal MetaSounds, Wwise, FMOD, WebAudio, VST
- Neural audio framework concept: vocoder (spectrogram-to-waveform)
- Inspiration reference: Andy Farnell (explosion model inspiration)