Bilgisayar Oyunlarında Yordamsal Olarak Eş Zamanlı İçerik ve Müzik Üretimi
Tarih
2022-09Yazar
Sarıkaya, Hüseyin Hüsnü Can
Ambargo Süresi
Acik erisimÜst veri
Tüm öğe kaydını gösterÖzet
Within the scope of this study, the scene and music of the computer game were produced
with procedural content generation. In the thesis, the subject of procedural content
generation is introduced, the methods used and their areas of use are mentioned. The methods
used in procedural level design are explained with examples. In the following sections,
procedural audio generation is mentioned and the methods and styles used are mentioned.
The main purpose in both procedural level generation and procedural audio generation is
performance and to create different content within certain rules in each repetition of the
created content. Procedural audio production is also produced in a waythat makes the user
feel a sense of tensity. While procedural audio generation was carried out, both procedural
sound generation and procedural music generation were realized. The study have been
carried out on the sound source and the characteristics of the sound in sound generation. The sound created is intended to evoke a sense of tension in the user. In
procedural music generation, chords, rhythm and notes were created, and music wascreated
according to certain music movements and theories. The procedural music in the thesis is
produced simultaneously with the computer and the player. The music produced updates
itself according to the inputs it receives from the player and differs according tothe mood
in the game. Simultaneous music generation is formed by the communication of Unity and
Pure Data programs with each other. A survey was conducted to analyze the effectiveness
of the method used in the later parts of the thesis. The computer game was played by the
chosen sample, and feedback was received through the questionnaire.