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Finding Space For Sound: Environmental Acoustics in 'Tom Clancy's The Division 2'

Robert Bantin (Expert Audio Programmer, Massive Entertainment)

Simon Koudriavtsev (Audio Director, Massive Entertainment)

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

Topic: Audio

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

This session will be broken down into the initial mission statement going to this project, the creative directions that that statement took the team in, the new technology required to realize some of those creative decisions, and how the early results of that new technology course-directed the creative process during development.

Ray-casting for audio, real-time near-field space estimation, real-time early reflections, procedurally generated IRs, and procedurally generated ambiances will be topics featured in this talk, as well as some key automation strategies taken to facilitate content production.

A brief overview of the Wwise audio middleware implementation for each system will also be given, as this was crucial in leveraging the audio functionality coming from Snowdrop.

Takeaway

The attendees will learn about the rationale behind some of the team's creative choices, how those choices tied into some of the "industrial strength" strategies used to implement audio on such a large-scale game (including miss-steps) while appreciating the usefulness of geometry-lead audio systems to generate and control the soundscape.

Intended Audience

Some experience in-game audio, are either a programmer or technical designer and are planning to implement sound for a large open-world 3D game (particularly an urban setting). Awareness of certain 3D concepts, audio/acoustic concepts (such as DSP) plus concepts specific to Audiokinetic Wwise middleware is also required.