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Adaptive music, in practice

Technique, Wwise/FMOD alternative comparisons, AI composition notes, and what we learn building game audio without middleware.

Filtering by #game sfx — clear

Procedural SFX for Games: Rain, Wind, Fire and Foley
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Procedural SFX for Games: Rain, Wind, Fire and Foley

Build rain, wind, fire, water and footstep sounds from noise, filters, envelopes and LFOs. No sample library, tiny file size, loops that never click.

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Every technique here is live on the marketplace — adaptive states, AI drafts, real sampled instruments, playable demos.

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