The Uncanny Valley of Sound
Since the film Forbidden Planet in 1956, synthesizers have been a vital element of visual media for over sixty years with thousands of specialists creating music and sound for the film and TV industries, using standardized production platforms. However, procedural audio for interactive and immersive sound design remains tied to either static audio recordings and samples, and convoluted workarounds, or the limitations of middleware approaches that are currently the domain of game developers. In this panel, a group of interactive audio experts will discuss the need for new design tools that bridge the gap between music and soundtrack production and the dynamic and generative models in XR environments.
Programming descriptions are generated by participants and do not necessarily reflect the opinions of SXSW.