When it comes to actually getting what you've designed into your game, what you're making here is so simple you could just translate it by hand into C++ or whatever main language you're using. It uses a graphical flowchart-like system for representing things that's designed with audio in mind.Īndy Farnell's book 'Designing Sound' is all about designing procedural sound effects using PureData and includes a decent tutorial on the language (yes, PD is technically a programming language), but more importantly, helps you get a head for figuring out what you need to make a sound. It's free, cross-platform and open-source. A perfect fit for learning the ropes of procedural audio.Ī good program to get into procedural audio with is PureData.
What you need is relatively simple and doesn't matter if it sounds synthetic. This sounds like an ideal situation for getting into procedural content.