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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

'Destiny 2': Weaving Music Between Activities and the Open World

Pete Kugler  (Engineering Architect, Bungie)

Cameron Konner  (Senior Technical Audio Designer, Bungie)

Location: Room 3006, West Hall

Date: Thursday, March 21

Time: 3:00 pm - 3:30 pm

Pass Type: All Access Pass, Core Pass, Audio Pass - Get your pass now!

Topic: Audio, Programming

Format: Session

Vault Recording: Video

Audience Level: All

Wwise 2021 introduced the capability to transition across music containers, allowing us to build seamless transitions across music play lists. This inspired new innovations to our audio system, where we could now transition seamlessly back-and-forth between the free-roam open world experience, and in-world activities, like Lost Sectors and Public Events. This talk will be a deep dive into the implementation of our new music system that was shipped with the Lightfall expansion. It will cover the designer setup, scripting, and code architecture used to build up that system. Additionally, the talk will provide an overview of our unique audio data compilation pipeline and how we leverage WWAPI automation in our studio for content setup and testing.

Takeaway

Attendees will learn how Bungie's music system and pipeline work under-the-hood and takeaway knowledge to leverage techniques for providing variation, flexibility, and seamlessness in an open world music system. Additionally, the workflows we cover will provide inspirations for things to introduce at studios that have to manage large data sets.

Intended Audience

This talk is intended for gameplay and audio programmers, audio designers, and hobbyists. It will introduce terms used in adaptive music systems and cover concepts that are specific to our internal pipeline. Most of the talk will be at a higher level and not require extensive background experience in Wwise\C++.



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