I aim to explore how AI-generated sound can respond to physical interactions and player context in games. The goal is to move towards adaptive audio that reflects what is happening in the game world, from an object's material and impact speed to the listener's position.
Explore how material, collision velocity, contact type, and spatial position can guide generative audio models.
Investigate low-latency integration in Unity, combining generative models, procedural synthesis, caching, and sample-based fallback.
Explore Audio Level of Detail to adapt sound generation to player attention, distance, and the importance of game events.
Plan to combine audio and system measurements with user studies of realism, immersion, responsiveness, and physical consistency.
This overview reflects my initial PhD research proposal. As I am at the beginning of my doctoral studies, the scope, methods, and research questions may evolve.
06/2024 - 09/2024
12/2022 - 04/2023
Queen Mary University of London, London, UK
Current focus: generative audio, interactive game audio AI, and real-time audio systems.
Explore my current research →