Hi all. This isn't so much of a specific question, but more of a general discussion about a topic...
I've recently started to read a little about Procedural Audio in game design, after seeing an article about AudioGaming tools on Designing Sound. I intially mis-interpreted the term and thought it meant procedural as in 'proceeding' or 'evolving', but it's actually as in 'procedure'; from my understanding it's a way of randomly generating/synthesising 'realistic' sounds (rather than random mish-mash of sounds etc.) using a collection of low-budget (in processing/memory terms) algorithms.
Examples I've heard of so far are for the creation of things like weather or energy weapons where the sounds heard either evolve uniquely over time for a continuous ambient effect such as the sound of rain, or vary slightly each time they're created, such as when firing a pulse rifle, and so on.
When implemented well using such techniques and tools can result in a much more natural and diverse 'sound' to a game, where many effects will never be quite the same, which in many cases can be far better than a sound engine firing off a randomly selected sample from a (finite) bank and slightly altering it's pitch and gain.
Of course the use of such tools seems to be restricted by how well certain types of sound can be (realistically) synthesised, and memory and processing power consumption.
Does anyone here use procedural tools such as those by AudioGaming in game sound design, or indeed other applications? What kind of things have you used them for, and how do you go about implementing them into the game/sound engine etc? And please feel free to correct me if I've misunderstood anything!