We’ve begun planning for final project at uni. My team and I were sick of using unity for everything and wanted to do something awesome, so we decided that we were going write it all in C++. Our game is a puzzler akin to Antichamber with it’s non-euclideon spaces and such, but with a few different things thrown in. One thing we decided on pretty early in is that we wanted the smallest team possible, so everything is optimised for programmers (there’s three programmers and one designer in the team). As such most, if not, all the audio is going to be procedural.
I’ve messed a bit with audio synthesis a few times before but I’ve never really tried it in the context of a game, let alone in a 3D game, so this is going to be a very interesting experience. At the moment it looks like we’re going to be using OpenAL (the software version) for everything audio. I’ve whipped up a quick demo to show off my portal rendering in Ogre, and what I’ve managed so far with 3D audio in OpenAL and it’s built in effects (mainly reverb and lowpass).