Procedural audio pure data
Research into Farnell's work in "Designing Sound", sparked an interest in procedurally generated sound effects. I was really excited about new innovative ways to make sound and the challenges of this kind of work. This made me want to create my own patches using Pure Data, which could one day be implemented into game engines.
I began to experiment more with the tonality of the patches creating sound effects as opposed to Farnell's realistic world sounds. Synthesis became more important in the sound design rather than realism. This led to the use of frequency and amplitude modulation, as well as other forms of synthesis, to create the desired effects.
I made a user interface and picked out the most important intensity faders for each sound allowing others to control the qualities of the audio, crafting the sound effects to fit more with their games. This simplified method made it accessible to people outwith the audio field.
For more information you can check out my blog which documents the whole project. This includes a detailed step by step guide as to how I worked on the project.