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<channel><title><![CDATA[Chris Rhodes Music&#8203; - Blog]]></title><link><![CDATA[http://www.chrisrhodesmusic.co.uk/blog]]></link><description><![CDATA[Blog]]></description><pubDate>Tue, 07 Apr 2026 11:42:06 +0100</pubDate><generator>Weebly</generator><item><title><![CDATA[All my PhD music portfolio work, now online!]]></title><link><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/all-my-phd-music-portfolio-work-now-online]]></link><comments><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/all-my-phd-music-portfolio-work-now-online#comments]]></comments><pubDate>Mon, 17 Oct 2022 14:45:02 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.chrisrhodesmusic.co.uk/blog/all-my-phd-music-portfolio-work-now-online</guid><description><![CDATA[I have FINALLY finished composing all of my PhD music portfolio works, and writing the technical report up about how these works were composed. You can now see them on the portfolio page on this website!&nbsp;Please let me know what you think - and feel free to ask me any questions about how I did any of it!&nbsp;My practice-led research centred around using biometrics, from wearable (Myo) sensors, to gesturally control virtual instruments and spaces (including VR/MR), in real-time, towards new  [...] ]]></description><content:encoded><![CDATA[<div class="paragraph">I have FINALLY finished composing all of my PhD music portfolio works, and writing the technical report up about how these works were composed. You can now see them on the <a href="http://www.chrisrhodesmusic.co.uk/portfolio.html">portfolio page </a>on this website!&nbsp;<br /><br />Please let me know what you think - and feel free to ask me any questions about how I did any of it!&nbsp;<br /><br />My practice-led research centred around using biometrics, from wearable (Myo) sensors, to gesturally control virtual instruments and spaces (including VR/MR), in real-time, towards new avenues and methods for musical creativity. This was made possible using a number of software tools, but Wekinator (an interactive machine learning tool) was particularly useful and pertintent for marrying the technical enquiry with the artistic side of things.&nbsp;<br /><br />Enjoy :]</div>]]></content:encoded></item><item><title><![CDATA[New work, new work!]]></title><link><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/new-work-new-work]]></link><comments><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/new-work-new-work#comments]]></comments><pubDate>Mon, 06 Jun 2022 21:24:37 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.chrisrhodesmusic.co.uk/blog/new-work-new-work</guid><description><![CDATA[I've just published a new work of mine, Membrana Neopermeable, which you can see via the Portfolio page on this site.It uses the Oculus Quest 2 to create a Mixed Reality experience, allowing the performer to play both an acoustic guitar - and a virtual one. Check it out and let me know what you think! It has recently been selected for performance at NIME2022.&nbsp;&#8203; [...] ]]></description><content:encoded><![CDATA[<div class="paragraph"><font size="3">I've just published a new work of mine, Membrana Neopermeable, which you can see via the <a href="http://www.chrisrhodesmusic.co.uk/portfolio.html">Portfolio page on this site.</a><br /><br />It uses the Oculus Quest 2 to create a Mixed Reality experience, allowing the performer to play both an acoustic guitar - and a virtual one. Check it out and let me know what you think! It has recently</font><a href="https://nime2022.org/" target="_blank"><font size="3"> been selected for performance at NIME2022.&nbsp;</font><br /><br />&#8203;</a></div>]]></content:encoded></item><item><title><![CDATA[Long time no see!]]></title><link><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/long-time-no-see]]></link><comments><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/long-time-no-see#comments]]></comments><pubDate>Wed, 17 Mar 2021 12:09:43 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.chrisrhodesmusic.co.uk/blog/long-time-no-see</guid><description><![CDATA[Hi, the internet!&nbsp;It has been a long time since I posted anything new, but watch this space. I am in the process of completing a PhD within the realm of interactive sound technology, hence the radio silence!...&nbsp;For now, check out my research and music work within the site - enjoy and see you soon.&nbsp; [...] ]]></description><content:encoded><![CDATA[<div class="paragraph">Hi, the internet!&nbsp;<br /><br />It has been a long time since I posted anything new, but watch this space. I am in the process of completing a PhD within the realm of interactive sound technology, hence the radio silence!...&nbsp;<br /><br />For now, check out my research and music work within the site - enjoy and see you soon.&nbsp;</div>]]></content:encoded></item><item><title><![CDATA[What can we achieve from real-time audio within video games?]]></title><link><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/what-can-we-achieve-from-real-time-audio-within-video-games]]></link><comments><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/what-can-we-achieve-from-real-time-audio-within-video-games#comments]]></comments><pubDate>Tue, 13 Mar 2018 13:28:32 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.chrisrhodesmusic.co.uk/blog/what-can-we-achieve-from-real-time-audio-within-video-games</guid><description><![CDATA[       &nbsp; Real-time audio technology is powerful. Very powerful.&nbsp;  Imagine being able to explore a digital world where the environment (where this article is concerned, sound!) is that realistic that we can't differentiate between the real world and the digital - i.e. the Matrix (but, perhaps, without the agents...). That is the power of real-time audio technology.&nbsp;The gaming industry, at the moment, is responsible for the commercial pioneering of interactive audio technologies. In [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.chrisrhodesmusic.co.uk/uploads/8/2/5/5/82552156/matrix_orig.jpg" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:center;"><strong style="color:rgb(42, 42, 42)">&nbsp; Real-time audio technology is powerful. Very powerful.&nbsp;</strong></div>  <div class="paragraph" style="text-align:justify;"><strong>Imagine </strong>being able to explore a digital world where the environment (where this article is concerned, sound!) is that realistic that we can't differentiate between the real world and the digital - i.e. the Matrix (but, perhaps, without the agents...). That is the power of real-time audio technology.&nbsp;<br /><br />The gaming industry, at the moment, is responsible for the commercial pioneering of interactive audio technologies. In building such audio technologies, they should mimic how we listen to our world, to make the digital world somewhat 'believable' and much like our own. This is done so that we directly relate to the game we are playing, or feel better immersed within it, and video games try and do this to their best ability (e.g. Grand Theft Auto). So what audio technologies are being used at the moment within video games and how far away is real-time audio technology?&nbsp;<br /><br />To date, the gaming industry uses a type of audio technology that <em>mimics</em> the behaviour of real-life sound through the use of computer algorithms. This is called <em><strong>procedural audio. </strong></em>Procedural audio allows the computer to instantly generate convincing music - or sound effects - that have been&nbsp;<strong>pre-recorded</strong>&nbsp;at source. Simply put, a procedural audio system self-generates its audio output (music or sound effects) by making clever use of&nbsp;<em>previously recorded</em> (the important point, here) sound files; I'll briefly explain the technical points of how this works, later. All in all, the most famous example of procedural audio is Hello Games' <a href="http://www.wired.co.uk/article/no-mans-sky-65daysofstatic-interview" target="_blank"><em>No Man's Sky</em>.</a></div>  <div class="paragraph" style="text-align:center;"><span style="color:rgb(42, 42, 42)"><strong>So,&nbsp;</strong></span><strong style="color:rgb(42, 42, 42)"><strong>what</strong>&nbsp;is procedural audio and why was it created?&nbsp;</strong>&#8203;</div>  <div class="paragraph" style="text-align:justify;"><span style="color:rgb(42, 42, 42)">How do we make gaming, or interactive art, more&nbsp;</span><strong style="color:rgb(42, 42, 42)">immersive</strong><span style="color:rgb(42, 42, 42)">? As briefly mentioned earlier, we simply mimic how we perceive real-life through our senses (sight and hearing - in the case of this article, the latter). Procedural audio was a step closer to achieving that, through allowing the computer to fool us in to thinking what we are hearing is unique every time we hear it (think of this in the context of an explosion sound effect).<br /><br />Technically, this is done via randomising the crucial components (<strong><a href="http://www.gavinorland.com/tutorials/what-is-an-adsr-envelope/" target="_blank">ADSR)</a></strong> of a sound wave, using a <em>finite </em>number of sound files.&nbsp;<br /><br />For example:&nbsp;<br /><br />- To start,&nbsp; I have taken 5 recordings of an explosion<br />- I then cut <strong>each</strong> explosion sound wave in terms of <strong>each component</strong> of an ADSR envelope (Attack, Decay, Sustain, Release)<br />- I then import <strong>all cut components</strong> in to my game engine&nbsp;<br />- I feed each cut component of a <strong>specific envelope (e.g. Attack)</strong>&nbsp;in to a randomisation mixer for each individual envelope (A, D, S, R); in this way, the engine will randomise, for example, which Attack of a sound wave (explosion) will be played every time I trigger it.&nbsp;<br />- Finally, I feed each <strong>envelope randomisation mixer</strong> in to a <strong>main</strong> randomisation mixer for <strong>output</strong>&nbsp;<br />- The output is then a randomly generated, convincing, sound - or explosion.&nbsp;<br />&#8203;<br />This system would therefore create the potential for huge variation in what we are hearing through solely using a finite number of raw recordings - and it does a good job (see image below for an example of how it works in Unreal Engine 4). This method would therefore save strain on the CPU and would create a bullet-proof system of creating 'convincing' audio. But the sky is the limit and, naturally, we need <strong>more immersion. </strong>Procedural audio can only get us so far. The answer is real-time audio.&nbsp;</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a href='https://www.asoundeffect.com/procedural-game-sound-design/' target='_blank'> <img src="http://www.chrisrhodesmusic.co.uk/uploads/8/2/5/5/82552156/03-game-audio-procedural-explosion_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">An example of an explosion sound effect, within Unreal Engine 4, done procedurally. </div> </div></div>  <div class="paragraph" style="text-align:center;"><strong style="color:rgb(42, 42, 42)">What is Real-time audio?</strong></div>  <div class="paragraph" style="text-align:justify;">Real-time audio is the natural response and successor to procedural audio because it allows us to create better user-immersion (aurally) within video games. This is achieved through the instant generation of sound and, unlike procedural audio, through using a system that will generate an&nbsp;<strong>infinite </strong>number of sounds, within video games, in response to human interaction. Through being able to use an infinite and self-generative audio system we can therefore move closer to how we perceive real-world sounds, as the sounds we encounter in life are never finite or sound the same each time we perceive them.&nbsp;<br /><br />Think of the complexity of how we perceive sounds in real-life through the following question:&nbsp;<br /><br /><strong>'If I place a glass down upon a table, will it always sound the same?'</strong><br /><br />The answer is quite clearly 'no'.<br /><br />This is because there are so many real-world (physical) variables at play when we hear the glass being placed, e.g.:<br /><br /><ol><li>The velocity at which we place the glass down;</li><li>The exact position at which we place the glass down upon the table (affecting table resonance);</li><li>The exact point of impact where the glass meets the table;</li><li>Spatial&nbsp;air density when the glass was placed down;</li><li>Room/space acoustics</li></ol><br />All of these elements would affect our aural perception of sound - something which procedural audio systems <strong>do not</strong> have the capability&nbsp;to consider. Real-time audio technology, however, <strong>does</strong>.&nbsp;<br /><br />Therefore, real-time audio's mission is to create a convincing and sophisticated system that will allow us to hear digital worlds that feel and behave <em>just like our own.</em> Then, and only then, will we be able to feel more immersed within digital worlds.&nbsp;</div>  <div class="paragraph" style="text-align:center;"><strong style="color:rgb(42, 42, 42)">&nbsp;So, how do we achieve real-time audio?&nbsp;</strong>&#8203;</div>  <div class="paragraph"><span style="color:rgb(42, 42, 42)">The process of creating real-time audio systems is currently undergoing research and is not quite as simple as procedural audio systems implementation for a number of reasons.&nbsp; Mainly, the potential strain real-time audio systems would have on CPU power and, perhaps more importantly, aesthetic considerations; i.e. how do we create convincing and aesthetically pleasing audio via computer generation and, ultimately, artificial intelligence?&nbsp;</span><strong style="color:rgb(42, 42, 42)">Can</strong><span style="color:rgb(42, 42, 42)">&nbsp;computers be&nbsp;</span><strong style="color:rgb(42, 42, 42)">artfully</strong><span style="color:rgb(42, 42, 42)">&nbsp;intelligent?&nbsp; Watch this space for a better detailed discussion these questions and the technical nature of real-time audio mechanics.&nbsp;</span><br /><br /><span style="color:rgb(42, 42, 42)">&#8203;So what can we achieve from real-time audio within video games? Simply put, the potential for <strong>better and total immersion.</strong><br /><br />&#8203;We have always been obsessed with escapism, visiting or feeling a part of another world or space&nbsp;(see image below for an example of this in popular culture)&nbsp;&nbsp;and real-time audio technology is our next step in achieving that.&nbsp;</span><br /><br /><span style="color:rgb(42, 42, 42)">Thanks for reading. <br /><br />Remember follow this blog for more discussion on interactive audio technology!</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.chrisrhodesmusic.co.uk/uploads/8/2/5/5/82552156/1095457481_orig.jpeg" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Total Recall - (1990)</div> </div></div>]]></content:encoded></item><item><title><![CDATA[Real-time Audio: A Brief Overview]]></title><link><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/the-power-of-real-time-audio]]></link><comments><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/the-power-of-real-time-audio#comments]]></comments><pubDate>Thu, 25 May 2017 14:17:00 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.chrisrhodesmusic.co.uk/blog/the-power-of-real-time-audio</guid><description><![CDATA[       A friend, quite recently, has indirectly elucidated the fact that I am ever increasingly at danger of using the world, 'real-time', so&nbsp;what&nbsp;is it and&nbsp;why&nbsp;it is important, within the world of sound technology, today?&nbsp;I like to think of the term real-time as the instantaneous supply of something that is, well, needed; in the world of sound technology (and, more specifically, gaming), a cyclic supply and demand chain within coding systems/environments. Currently, the [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.chrisrhodesmusic.co.uk/uploads/8/2/5/5/82552156/task-82_1_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph"><span>A friend, quite recently, has indirectly elucidated the fact that I am ever increasingly at danger of using the world, 'real-time', so&nbsp;</span><em>what</em><span>&nbsp;is it and&nbsp;</span><em>why&nbsp;</em><span>it is important, within the world of sound technology, today?&nbsp;</span><br /><br /><span>I like to think of the term real-time as the instantaneous supply of something that is, well, needed; in the world of sound technology (and, more specifically, gaming), a cyclic supply and demand chain within coding systems/environments. Currently, the gaming industry today, as we know it, is compromised of procedural audio systems (which you can read about in detail&nbsp;</span><a href="http://www.tandfonline.com/doi/full/10.1080/07494460802663983?scroll=top&amp;needAccess=true" target="_blank">here</a><span>) which try their best to mimic the physical world behaviour of sound. &nbsp;</span><span>So, for a more immersive and progressive level of playing, how can we take this further, past mimicking?&nbsp;</span><span>As future technologies are becoming more and more sophisticated, funded and accessible, so must other areas of the gaming industry; here,&nbsp;</span><em>sound</em><span>. Furthermore, how do we achieve the notion of real-time audio and what are the key benefits?</span><br /><br /><span>&#8203;Real-time audio is currently in a process of development and several leading institutions, and gaming companies (behind closed doors, for now!), are looking at ways to create, design and implement real-time systems within video games. This is to achieve, as previously mentioned, a completely immersive experience for the player and a way of reducing vanilla digital environments. Moreover, the research I have successfully conducted has focused on the cross-communication between Unreal Engine 4 (UE4) and Max, for the real-time transfer of visual data-to-sound synthesis (UE4 &lt;-&gt; Max). The research I am currently shaping, however, is an extension of this and is about looking at a more sophisticated version of what I have already conducted; concerning the real-time production of visuals and audio, synchronously. As for a more elaborate response to the integral questions within this field, which I have highlighted above - &nbsp;I'm afraid you'll have to wait.&nbsp;</span><br /><br /><span>So, furthermore, why should we be interested in real-time audio? Because, simply, there is no shred of doubt that real-time mechanics, within the gaming industry (and beyond!), is the future for immersive and interactive technologies; as elucidated, through a brief search (</span><a href="http://premiumresourcing.com/job/real-time-supervisor-gaming/" target="_blank">here)&nbsp;</a><span>, within the industry itself. Here's to the future.&nbsp;</span></div>]]></content:encoded></item><item><title><![CDATA[Hello world!]]></title><link><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/may-23rd-2017]]></link><comments><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/may-23rd-2017#comments]]></comments><pubDate>Tue, 23 May 2017 09:17:33 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.chrisrhodesmusic.co.uk/blog/may-23rd-2017</guid><description><![CDATA[Welcome to my (hopefully, up to date) blog about all things Sound Technology; within the realm, mostly, of interactive sound technology....watch this space! &nbsp;&#8203; [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style="text-align:justify;"><font size="5">Welcome to my (hopefully, up to date) blog about all things Sound Technology; within the realm, mostly, of interactive sound technology.</font><br /><br /><font size="5">...watch this space! &nbsp;</font>&#8203;</div>]]></content:encoded></item><item><title><![CDATA[Real-time Cinematography]]></title><link><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/real-time-cinematography]]></link><comments><![CDATA[http://www.chrisrhodesmusic.co.uk/blog/real-time-cinematography#comments]]></comments><pubDate>Tue, 23 May 2017 09:04:20 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.chrisrhodesmusic.co.uk/blog/real-time-cinematography</guid><description><![CDATA[https://www.youtube.com/watch?v=pGtb6uMUgZA&amp;app=desktop&#8203;Astounding piece of technology and exciting to see how audio, in the not too distant future, will follow suit! [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style="text-align:justify;"><a href="https://www.youtube.com/watch?v=pGtb6uMUgZA&amp;app=desktop" target="_blank"><font size="5">https://www.youtube.com/watch?v=pGtb6uMUgZA&amp;app=desktop</font><br />&#8203;</a><br /><font size="5">Astounding piece of technology and exciting to see how audio, in the not too distant future, will follow suit!</font></div>]]></content:encoded></item></channel></rss>