Nemisindo: breaking the sound barrier

Womens feet walking on a path
Image by ashokorg0 from Pixabay

Games are becoming ever more realistic. Now, thanks to the work of Joshua Reiss’s research team and their spinout company, Nemisindo, it’s not just the graphics that are amazing, the sound effects can be too.

There has been a massive focus over the years in improving the graphics in games. We’ve come along way from Pong and its square ball and rectangular paddles. Year after year, decades after decade, new algorithms, new chips and new techniques have been invented that combined with the capabilities of ever faster computers, have meant that we now have games with realistic, real-time graphics immersing us in the action as we play. And yet games are a multimedia experience and realistic sounds matter too if the worlds are to be truly immersive. For decades film crews have included whole teams of Foley editors whose job is to create realistic everyday sounds (check out the credits next time you watch a film!). Whether the sound is of someone walking on a wooden floor in bare feet, walking on a crunchy path,opening thick, plush curtains, or an armoured knight clanging their way down a bare, black cliff, lots of effort goes into getting the sound just right.

Game sound effects are currently often based on choosing sounds from a sound library, but games, unlike films, are increasingly open. Just about anything can happen and make a unique noise while doing so. The chances of the sound library having all the right sounds get slimmer and slimmer.

Suppose a knight character in a game drops a shield. What should it sound like? Well, it depends on whether it is a wooden shield or a metal one. Did it land on its edge or fall horizontally, and was it curved so it rang like a bell? Is the floor mud or did it hit a stone path? Did it bounce or roll? Is the knight in an echoey hall, on a vast plain or clambering down those clanging cliffs…

All of this is virtually impossible to get exactly right if you’re relying on a library of sound samples. Instead of providing pre-recorded sounds as sound libraries do, the software of Josh and team’s company Nemisindo (which is the Zulu word for ‘sound effects’), create new sounds from scratch exactly when they are needed and in real time as a game is played. This approach is called “procedural audio technology”. It allows the action in the game itself to determine the sounds precisely as the sounds are programmed based on setting options for sounds linked to different action scenarios, rather than selecting a specific sound. Aside from the flexibility it gives, this way of doing sound effects gives big advantages in terms of memory too: because sounds are created on the fly, large libraries of sounds no longer need to be stored with the program. 

Nemisindo’s new software provides generated procedural sounds for the Unreal game engine allowing anyone building games using the engine to program a variety of action scenarios with realistic sounds tuned to the situation in their game as it happens…

In future, if that Knight steps off the stone path just as she drops her shield the sound generated will take the surface it actually lands on into account…

Procedural sound is the future of sound effects so just as games are now stunning visually, expect them in future to become ever more stunning to listen to too. As they do the whole experience will become ever more immersive… and what works for games works for other virtual environments too. All kinds of virtual worlds just became a lot more realistic. Getting the sound exactly right is no longer a barrier to a perfect experience.

Nemisindo has support from Innovate UK.

– Paul Curzon, Queen Mary University of London

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This page is funded by EPSRC on research agreement EP/W033615/1.

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