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Programming Sound with Pure Data by Tony Hillerson

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Designing sounds for a game is fun. It poses creative challenges and, depending on the delivery platform, some logistical issues to deal with. As this chapter shows, Pure Data is still a handy tool if used only for the sound design, recording, and exporting the final assets for use in other platforms.

In this chapter we covered a lot. We discussed some of the characteristics that define the sound of 8-bit consoles, and then we saw a patch that reproduced some fun, sci-fi sound effects emulating these characteristics. The patch also built on what we’ve done before with exporting sound files from Pd and showed a more practical example of how to do this.

You saw some of the challenges we face when delivering sound to the web platform, and ...

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