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Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.

How Distance Has Shaped the Sound of Our Games

Matthew Florianz  (Principle Audio Designer, Frontier Developments)

Pass Type: All Access Pass, Core Pass, Audio Pass

Topic: Audio

Format: Session

Vault Recording: TBD

An excessive number of sound sources (or voices) is a common problem faced in game audio development. This is especially true for management type-games that are complex, open world sandboxes in which a dynamic player controlled camera can go anywhere and piece-by-piece world building adds thousands of objects.
The audio team behind Planet Zoo, Planet Coaster, Jurassic World Evolution and Elite: Dangerous shares solutions and lessons-learned from managing thousands of audio sources in a dynamic environment. Using debug game footage, Principle Audio Designer, Matthew Florianz will walk you through run-time solutions that use context and impression (rather than distance) to make informed, data-driven mix decisions.
A generous view of the Planet Zoo’s Wwise project will offer an in-depth look at leveraging buses for propagation, mixing and optimizing maintenance of a project. Perhaps our approach might even inspire a different way of implementing distance in Wwise.

Takeaway

Robust voice management and systematic Wwise project implementation are key to performance and a great sounding game.
By diverging from the traditional concept of 1:1 distance based-audio implementations, audio devs can deliver a rich audio experience for the player in complex, open-world like games.

Intended Audience

Audio producers, project managers, designers and programmers who are in the pre-production phase of a game and managing run-time solutions to deal with performance, mix and scale (and all that that entails).