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How Distance Has Shaped the Sound of Our Games

Matthew Florianz (Lead Principle Audio Designer, Frontier Developments)

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

An excessive number of sound sources (or voices) is a common problem faced in game audio development. This is especially true for management games that are complex, open world sandboxes in which the player can move the camera anywhere and piece-by-piece creations add thousands of objects.

The audio team behind Planet Zoo, Planet Coaster and Jurassic World Evolution break down their innovative approach to managing thousands of audio sources in a dynamic environment.

Using debug game footage and offering a glimpse at Frontier's tools and Wwise project; Principle Audio Designer, Matthew Florianz will walk you through their run-time solutions, which use context and impression, rather than distance-to-listener, to make informed, data-driven decisions for a bespoke and performant audio mix solution.

Takeaway

Robust voice management and Wwise project implementation are key to a performant, great sounding strategic management game.

This talk challenges the traditional concept of 1:1 audio implementation and presents bespoke solutions that rely on context and impressions to manage audio in an open world.

Intended Audience

Audio designers and audio programmers who are in the pre-production phase of a game. For those thinking about run-time solutions to deal with distance, mix and scale (and all that entails) this talk shares approaches and solutions to these topics.