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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 #procedural audio — clear
Latest·8 min read
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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