GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. All registered attendees will be able to build their personal schedule directly within the event platform, once live early July 2021. All times are listed in Pacific Time.

How Distance Has Shaped the Sound of Our Games

Matthew Florianz  (Principle Audio Designer, Frontier Developments)

Date: Thursday, July 22

Time: 8:30am - 9:30am

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

Topic: Audio

Format: Session

Vault Recording: Video

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 has developed strategies that manage thousands of audio items in such a dynamic environment. Principle Audio Designer, Matthew Florianz will talk you through run-time solutions, object based mixing and applying context and impression (rather than distance) to make informed, data-driven mix decisions.
A presentation of Planet Zoo's real-time Obstruction and Reverb solutions will be presented as one of many examples.
Perhaps our approach might even inspire another way of implementing distance in your projects!

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).