Luc Retour
Honours Project: Thesis
The underlying aim of this project is to test the effectiveness of using emotion classification for the development of emotional reactivity in artificial intelligence. This aim will be achieved by developing a system that can analyse a vocal recording using a range of acoustic features and by using that data the classifier will consistently and accurately classify the emotion of the speaker. Depending on the person's emotion in the recording, noticeable and meaningful changes will occur in the formulated responses of the GPT-3 based chatbot. These changes include but are not limited to noticeable changes in tone, the different vocabulary used, varying conciseness and varying quality within information requested - if applicable.
See full PDF here: Testing the Effectiveness of Using Emotion Classification for Development of Emotional Reactivity in Artificial Intelligence.
Game Sound Projects

Game Sound 2022: Coursework
This project was created for my Game Sound Design 2 (GSD2) university module. The project utilised FMOD to implement all of the audio. FMOD was used to create complex audio systems such as splines; an engine with RPM and load parameters; a tire roll event that would change the surface depending on the surface driven on, and also a music event that updates depending on the speed of the car.
Download FMOD project here.
Game Jam 2023: TBC
This section will be updated upon completion of the Game Jam.

Game Sound 2021: Coursework
This project was created for my Game Sound Design 1 (GSD1) university module. This was my first opportunity at university to learn how to implement audio into Unreal Engine 4. Some notable systems that I created were; a generative audio system for the nuclear reactor; a fire sound using set parameters that increased or decreased the intensity and a music system that increased in intensity depending on the progression of the player through the level.

Game Jam 2022: Get Back Jaxx
This project was created for the Glasgow Caledonian University 2022 Game Jam. I was in charge of the creation of sound effects; however due to the use of text-based programming and the 48-hour time limit I was unable to implement or mix the sound effects. With additional time, I would make a conscious effort to refine the balance of the levels.
Download game here.
Professional Development Project 2021: Retro's SFX
This project was created for my Professional Development Project (PDP) which was my final project for college. This project would play a major part in determining whether I would get into university. RetRo’s SFX is the name of the company I built around my sound effect packs for video games, film and other visual and audible media. For this project, I created a multitude of packs consisting of themed sound effects and also developed a fully functioning website. My underlying objective was to create just one sound effect pack that had everything needed for a game developer's project. Such as footstep stems, ambience loops, action sounds, voice acting and various music options. Currently, the website is no longer online due to my desire to improve it, but all of the paperwork and sound effects remain.
See full report here: PDP Breakdown Report. See full SFX pack here: Complete SFX Pack.
Graded Unit 2020: Sound Redesign for Video Games

FIFA 2020: Sound Redesign
This project was created for the Graded Unit module during first year in college. All of the audio used was recorded, mixed and mastered myself. This project was my introduction to working as Audio Designer. The game pictured is FIFA 2020.

Firewatch: Sound Redesign
This project was created for the Graded Unit module during first year in college. All of the audio used was recorded, mixed and mastered myself. This project was my introduction to working as Audio Designer. This game was also the first time I was able to work with voice actors which was a good experience. The game pictured is Firewatch.

Stillness of Wind: Sound Redesign
This project was created for the Graded Unit module during first year in college. All of the audio used was recorded, mixed and mastered myself. This project was my introduction to working as Audio Designer. The game pictured is The Stillness of the Wind.
Audio Interactivity Projects

CTAV 2022: Coursework
This group project was created for my Converging Technologies for AV (CTAV) university module. I was responsible for creating the MaxMSP based mixing desk. This mixing desk I designed also has a native effects rack, which consists of a reverb unit, a pitch shifter, and a stereo compressor. An interesting feature of this project is that the inputs are not manual, but are taken live from the comment section of the live stream that the system is implemented in. This text is then input into our Python program which then triggers specific commands (via OSC) that operate the mixing desk.
See full report here: CTAV Coursework Report.

A&I 2022: Coursework
This group project was created for my Audio and Interactivity (A&I) university module. My main responsibility was to create a Wekinator based K-NN machine learning system. As the figurine moved between the main 3 sections of the map, the camera would send the data through max to Wekinator. Wekinator then analyses the data; and sends the classification (based on training data) back to MaxMSP; which triggers the ambient sounds relevant to that location and sends the data back to Arduino; lighting the specific LED on the board. I then created a looping soundscape based on the three “zones” of the map (tavern, forest, cave) based on this “select” system, which would play and stop depending on the position of the figurine on the map.
See full report here: A&I Coursework Report.

AP&E 2021: Coursework
This project was created for my Audio Processing and Effects (AP&E) university module. The aim of this project was to create earcons that can communicate urgency and also keep the driver informed of the actions and decisions made by a self-driving car. It was of the utmost importance when it came to the creation of safety systems for them to be backed by research so that is what was done. This project was created in MaxMSP and considered emotional reactions to specific frequencies and other audible signal changes.
See full report here: AP&E Coursework Report.
Acoustic and Music Projects
AM 2023: Coursework
This project was created for my Acoustic Modelling (AM) university module. The goal of this coursework was to investigate the acoustics of the Glasgow Caledonian University lecture theatre (A005). The acoustics of the room as well as the physical dimensions of the theatre were measured in order to assess the lecture theatre. With this information, a virtual model of A005 was created in EASE 4.4 for comparative purposes.
See full report here: AM Coursework Report.
SA 2023: Coursework
This project was created for my Spatial Audio (SA) university module. The concept for this coursework was to create a 360° video that encapsulated the urban ambience experienced in the city of Glasgow. Upon discussion, one key element that would be challenging to capture would be consistently unpredictable happenings that occur in the city of Glasgow. Therefore it was decided that adding a surreal twist to the ambient soundscape would be an entertaining way to parody this aforementioned unpredictability.
See full report here: SA Coursework Report.
AAP 2023: Coursework
This section will be updated upon completion of the module.

Celtic Connections 22: Live Sound Engineer
Celtic Connections is the world’s largest Celtic Music festival which takes place in Glasgow every January. Over the course of the 18-day festival, typically around 2500 musicians from 50 countries perform over 800 hours of music with over 100,000 tickets sold. I received the opportunity to volunteer as a live sound engineer. This was a fantastic opportunity to gain experience in the technical staging of a live event whilst being educated by staff and events professionals. My responsibilities included; setting up the stage for acts; mixing sound for live acts; mixing broadcast sound for radio and video; mixing video for video broadcast; controlling lights for show.
See more here: Celtic Connections Website.
AA&A 2022: Coursework
This group project was created for my Audio Analysis and Assessment (AA&A) university module. For this coursework, it was chosen to look at the difference between annoyance and pleasing audio within sound effects. What makes this an interesting challenge for classification is that finding a sound annoying or pleasing is a human opinion and opinions are subjective, therefore different people have different opinions. By choosing these groups and by analysing the data, it was able to be learned what the participants within the test found annoying and pleasing. To develop an accurate classifier, the main requirements are to find and utilise the most appropriate parameters and also to collate multiple opinions on what is perceptually annoying and pleasing.
See full report here: AA&A Coursework Report.