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run time. Finally, with creative thinking, there is
potential for new game scenarios that are designed
with the possibilities of physical modelling in
mind. With the emergence of environments like
LittleBigPlanet, Crayon Physics Deluxe (Kloo-
niGames, 2009) and Phun - 2D Physics Sandbox
(Ernerfeldt, 2008), gamers now have the facility
to create their own worlds which evolve naturally
due to the effects of physics (like a domino effect).
Currently, object contact sounds are not attached
to these environments but, with the introduction
of physical modelling for sound synthesis, this
need not be the case. If object contact sounds
were synthesised in these environments, there
is the potential to create an intentional sequence
of sounds, that is, music. This virtual musical
performance would be driven by physics and
accompanied by graphics. Such an environment
would give musical composers a new composition
tool and gamers a creative environment.
These are just some suggestions as to how
physical modelling for sound synthesis might
enhance computer games in the future. As re-
search in the area continues and these techniques
become available, the onus will switch to game
developers to embrace them, implement them (or
buy them), utilise their advantages, and dream up
new possibilities.
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doi:10.1162/105474604774048252
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rEFErENcEs
Adrien, J. M. (1991). The missing link: Modal
synthesis . In DePoli, G., Picialli, A., & Roads,
C. (Eds.), Representations of musical signals (pp.
269-297). Cambridge, MA: MIT Press.
Bilbao, S. (2006). Fast modal synthesis by digital
waveguide extraction. IEEE Signal Processing
Letters , 13 (1), 1-4. doi:10.1109/LSP.2005.860553
Doel, K. d., & Pai, D. K. (1998). The sounds of
physical shapes. Presence (Cambridge, Mass.) ,
7 (4), 382-395. doi:10.1162/105474698565794
Bilbao, S. (2009). Numerical sound synthesis:
Finite difference schemes and simulation in mu-
sical acoustics . Chichester, England: John Wiley
and Sons.
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