Showing posts with label Game Audio. Show all posts
Showing posts with label Game Audio. Show all posts

Wednesday, May 3, 2023

Why Audio Middleware is a Thing for Game Development?

Introduction to Audio Middleware

Audio middleware has become an essential component in game development, streamlining the process of integrating audio assets into a game. This section provides an overview of audio middleware and its role in game development, discussing its origins and evolution, as well as its impact on the gaming industry.

What is Audio Middleware?

Audio middleware is a software solution that acts as an intermediary between the game engine and the audio assets, simplifying the process of implementing sound in a game. It provides a user-friendly interface for developers to work with audio, allowing them to create immersive soundscapes without needing extensive knowledge of audio programming. Audio middleware offers a range of features, such as real-time mixing, spatialization, and dynamic audio behaviors, which can significantly enhance the gaming experience. By streamlining the integration of audio assets into a game, audio middleware enables developers to focus on other aspects of game development, ultimately improving the overall quality and efficiency of the production process.

The Evolution of Audio Middleware

The history of audio middleware can be traced back to the early days of video game development when sound was often limited to simple beeps and chiptunes. As technology advanced and the demand for more immersive gaming experiences grew, so did the need for more sophisticated audio solutions. The introduction of audio middleware in the late 1990s and early 2000s revolutionized the way developers approached game audio, providing them with powerful tools to create complex and dynamic soundscapes.

Over the years, audio middleware has continued to evolve, offering increasingly advanced features and greater integration with game engines. Today, popular audio middleware solutions such as FMOD Studio, Wwise, and Fabric have become industry standards, used by both indie and AAA game developers alike. The impact of audio middleware on the gaming industry is evident in the rich and immersive soundscapes found in modern games, which have come a long way from the simple sounds of the past.

Advantages of Using Audio Middleware

In this section, we will explore the numerous benefits of incorporating audio middleware in game development. Audio middleware has become an essential tool for many developers, enabling them to create more immersive and engaging gaming experiences.

Enhanced Audio Quality

One of the most significant advantages of using audio middleware is the enhanced audio quality it brings to the table. Middleware solutions often come with advanced audio processing features, such as real-time effects, spatialization, and dynamic mixing. These features allow sound designers to create more immersive and realistic soundscapes, which can significantly impact the overall gaming experience. Additionally, audio middleware can help optimize audio assets for different platforms and devices, ensuring that the game's audio quality remains consistent across various systems.

Efficient Workflow

Another benefit of using audio middleware is the efficiency it brings to the game development workflow. Middleware solutions provide a unified platform for both game developers and sound designers to collaborate, streamlining the process of integrating audio assets into the game. This can lead to faster development cycles and improved communication between team members. Moreover, audio middleware often comes with built-in tools for managing and organizing audio assets, simplifying the process of finding, editing, and implementing sounds within the game.

Scalability and Flexibility

Audio middleware also offers scalability and flexibility in game development. Middleware solutions are designed to adapt to different project sizes and platforms, making it easier for developers to scale their audio systems as needed. This can be particularly useful for small indie studios working with limited resources, as it allows them to create high-quality audio experiences without the need for extensive in-house expertise or equipment. Furthermore, audio middleware solutions often support various platforms, enabling developers to create games that can be easily ported to different devices and operating systems without the need for extensive reworking of the audio system.

Popular Audio Middleware Options

In this section, we will explore some of the most popular audio middleware options available to game developers. Each of these solutions offers unique features and advantages that can enhance the overall audio experience in a game.

FMOD

FMOD is a widely-used audio middleware solution that has been a part of numerous successful game titles. Developed by Firelight Technologies, FMOD provides a comprehensive set of tools for creating and implementing dynamic and interactive audio. With its intuitive interface and powerful features, FMOD allows sound designers and game developers to work closely together, ensuring seamless integration of audio assets into the game.

Some of the key features of FMOD include support for multiple platforms, real-time audio editing, and a vast library of built-in effects. These features make FMOD a versatile and powerful solution for game developers looking to create immersive audio experiences.

Wwise

Wwise, developed by Audiokinetic, is another popular audio middleware solution that has been used in a wide range of game projects. Wwise offers a comprehensive set of tools for creating, integrating, and optimizing audio content in games. Its powerful features and flexibility make it a popular choice among game developers and sound designers alike.

Some notable features of Wwise include its modular architecture, which allows for easy customization and scalability, support for a wide range of platforms, and real-time parameter control for interactive audio. Additionally, Wwise provides an extensive library of built-in effects and sound generators, enabling sound designers to create rich and immersive audio experiences for their games.

Fabric

Fabric is an audio middleware solution developed by Tazman-Audio. It is specifically designed for the Unity game engine, offering a tight integration with the engine's features and workflows. Fabric aims to simplify the process of implementing audio in games, allowing developers to focus on creating engaging and interactive audio experiences.

Some of the key advantages of Fabric include its intuitive and easy-to-use interface, support for a wide range of audio formats, and real-time audio manipulation capabilities. Fabric also offers a range of built-in audio effects and tools, making it a versatile option for game developers working with Unity.

Choosing the Right Audio Middleware for Your Indie Game Studio

In this section, we will discuss the factors to consider when selecting the most suitable audio middleware for your game development project.

Budget and Licensing

When choosing audio middleware for your indie game studio, it's essential to consider your budget and the licensing options available. Different middleware solutions may have varying pricing structures, such as subscription-based models or one-time fees. Additionally, some middleware providers may offer free or discounted licenses for indie developers, educational purposes, or smaller projects. It's crucial to weigh the costs against the benefits and features offered by each middleware solution to make an informed decision that aligns with your studio's financial constraints.

Integration with Game Engines

Another important factor to consider when selecting audio middleware is its compatibility and integration with popular game engines, such as Unity and Unreal Engine. Seamless integration can save time and effort during the development process, as it allows for easier implementation of audio assets and real-time audio manipulation. Some middleware solutions may offer dedicated plugins or extensions for specific game engines, while others may require more manual integration. It's essential to research and test the compatibility of different middleware options with your chosen game engine to ensure a smooth and efficient workflow.

Learning Curve and Support

Lastly, it's important to consider the learning curve associated with different audio middleware options, as well as the availability of documentation, tutorials, and community support. Some middleware solutions may have more intuitive interfaces and user-friendly features, while others may require more advanced technical knowledge and expertise. Ensuring that your team can quickly learn and adapt to the chosen middleware can save valuable time and resources during the development process. Additionally, having access to comprehensive documentation, tutorials, and a supportive community can help troubleshoot issues and provide guidance as your team becomes more proficient with the middleware.

Wednesday, April 26, 2023

ChatGPT Plugins: Build Your Own in Python! [VIDEO SUMMARY]

In the video titled "ChatGPT Plugins: Build Your Own in Python!", published by James Briggs, the creator demonstrates how to build and deploy a custom ChatGPT plugin using Python. James Briggs walks the viewers through the process of creating a plugin that retrieves information about the LineChain Python library and integrates it with OpenAI's ChatGPT.


The video begins by introducing the concept of plugins, which are similar to tools or agents that assist large language models in performing specific tasks. In this case, the plugin will help ChatGPT interact with a vector database containing information about LineChain. The video explains the architecture and components involved, such as the API, Pinecone vector database, and the interaction between ChatGPT and the outside world.

James Briggs demonstrates how to create a custom plugin by forking OpenAI's ChatGPT Retrieval Plugin repository on GitHub and cloning it to a local machine. The main focus is on the server-side components, such as the API endpoints for updating and querying the database. The video also explains how the API interacts with the Pinecone vector database and the OpenAI embedding model to store and retrieve information.

To deploy the API, the video shows how to use DigitalOcean, a cloud hosting platform. The deployment process involves setting up environment variables, such as the Bearer token, OpenAI API key, and Pinecone API key, which are required for authentication and access to various services.

Once the API is deployed, the video demonstrates how to use a Google Colab notebook to send data to the API, which is then stored in the Pinecone vector database. The data is processed and embedded using OpenAI's embedding model before being stored.

Next, the video shows how to query the API using example questions related to LineChain. The queries are sent to the API, which returns relevant information from the Pinecone vector database. The video then demonstrates how to integrate the custom plugin with ChatGPT, which involves updating the OpenAPI YAML file and installing the plugin within the ChatGPT interface.

In conclusion, the video provides a comprehensive walkthrough of building and deploying a custom ChatGPT plugin using Python. Although the process has some complexities, the video showcases the potential of ChatGPT plugins in enhancing the capabilities of large language models.

Sunday, April 23, 2023

How Sound In Dead Space ADDS VALUE To Our Experience [VIDEO SUMMARY]

In the video "How Sound In Dead Space ADDS VALUE To Our Experience," published by Sergio Ronchetti, the creator discusses the concept of "added value" in sound design and composition, using examples from the video game Dead Space and various films. Ronchetti, a sound designer and composer, aims to help viewers improve their sound design and compositional practices by explaining audio theory terms and definitions.


The video begins by referencing a previous video discussing the audio-visual contract, a phenomenon that occurs when we watch or experience visual media. This concept is based on the book "Audiovision" by Michel Chion. The audio-visual contract explains how audio adds more information to our experiences than we might initially realize. The video then introduces the concept of added value, which delves deeper into the value that audio adds and how it differentiates from the visuals or other parts of audio-visual media. Chion defines added value as "the expressive and informative value with which a sound enriches a given image."

Ronchetti provides several examples of added value in film, such as the door opening sound in Star Wars, the musical motif played over the drum kit in Step Brothers, and the mechanical engine sounds in Mad Max. These examples demonstrate how audio can enhance visuals, create illusions, and add humor or character to otherwise static shots.

Another example discussed is the movie No Country for Old Men, where sound design plays a subtle but important role. The video mentions a brutal strangling scene where the most prominent sound is the squeaking of shoes on the floor, but a train motif plays in the background, adding depth and tension to the scene. Ronchetti also shares his experience working on a game with synthetic and computer-like visuals, where he chose to use analog switches and clicks instead of synthesized sounds to add dimension and depth to the narrative.

The video then analyzes a gameplay sequence from Dead Space, demonstrating how the experience changes when different components are removed, such as audio or visuals. With full audio, the scene is immersive and well-choreographed, while without music, the visceral blood and gore sound effects become more prominent. Lastly, the scene is played with no visuals, highlighting the importance of sound design in creating a tangible and immersive experience.

In conclusion, Ronchetti encourages viewers to listen to their work with their eyes closed to better understand the added value of sound design and composition. By removing visuals or music, creators can identify areas where they can improve their audio, add to the narrative, and enhance the overall experience of their projects.

Saturday, April 22, 2023

How to make UI sounds for Games [VIDEO SUMMARY]

In the video "How to make UI sounds for Games" by Gravity Sound, the creator demonstrates the process of creating user interface (UI) sounds for video games. The video emphasizes the importance of cohesive and complimentary sounds to enhance the overall gaming experience. The tutorial covers the creation of different UI sounds, including menu navigation, open and close menu, option select, save, and error, using music intervals and psychological tricks to evoke specific emotions.


The creator begins by stressing the significance of sound in video games, as poor sound can detract from the gaming experience. UI sounds are among the most frequently heard in games, as they accompany actions such as character selection, data input, and game saving. To create a set of UI sounds, the tutorial recommends using the same instrument for each sound, ensuring a consistent and cohesive feel. The tutorial uses Logic Pro X, but free software alternatives are mentioned in the video description.

To generate ideas for the theme, the creator suggests cycling through presets and experimenting with different instruments. Synths are recommended for sci-fi themes, while mallet instruments like xylophones are suitable for kid-friendly themes. For menu navigation sounds, the tutorial uses a single note (C) as the root, which sets the tone for the rest of the UI sounds.

For open and close menu sounds, three ascending notes are used for the open sound, while three descending notes are used for the close sound, starting from the root note. The major third and perfect fifth intervals are incorporated to evoke feelings of joy, hope, friendliness, and brightness, as well as cheerfulness, stability, power, and home. The creator notes that reversing the order of the menu open sound can be used for the menu close sound to create a sense of unity.

The option select sound is created using three ascending notes paired with the perfect fifth and octave intervals, starting with the root. Octave intervals evoke emotions of openness, completeness, and lightheartedness. For the save sound, three ascending notes are used once again, paired with the perfect fourth and octave intervals, starting with the root. Perfect fourth intervals can make the listener feel serene, angelic, and light. The creator suggests experimenting with spacing, as save sounds can ring out nicely.

Finally, for the error sound, two descending notes are used, paired with the tritone and octave interval. Unlike the other sounds, the error sound starts from the octave and then adds the tritone. Tritones invoke feelings of violence, danger, wickedness, horror, and the devil.

In conclusion, the video tutorial by Gravity Sound provides a comprehensive guide to creating UI sounds for video games using music intervals and psychological tricks. By following the steps and techniques presented, game developers can create cohesive and evocative soundscapes that enhance the overall gaming experience.

Friday, April 21, 2023

These Reaper Plugins Completely Changed My Sound Design Workflow [VIDEO SUMMARY]

In this video, Akash Thakkar discusses some tools that have drastically enhanced his workflow in Reaper for game audio. He emphasizes that these tools are not required, but they have helped him a lot and will likely help others as well. Thakkar demonstrates the use of four tools, some free and some paid, that have made him insanely fast at sound design.

The first tool is NVK Folder Items. This tool consolidates all of the audio and MIDI data inside of folders in Reaper into folder items, which are little rectangles that allow you to add fades to all of your items, move them all together, and edit them all at the same time. This tool makes it easy to render out each of these items quickly and batch rename them all at once. This is especially useful when dealing with thousands of sounds per game, as it saves a lot of time and speeds up the workflow.

The second tool is Global Sampler by birdbird. This tool allows you to record audio output in the background at all times. You can click and drag and highlight a region of the recording from the top bar and drag it down into your project. This tool is especially useful when working with synthesizers, as it allows you to use synths in your sound design workflow and manipulate them further from there. It makes working with synthesizers fast and easy.

The third tool is Content Navigator by LKC Tools. This tool is ultra-simple but ultra-helpful. As you work on bigger and bigger sound design projects, the amount of sounds you end up making is pretty crazy, especially when it comes to variation and iteration. This tool allows you to search for tracks, hide them, jump to them, and generally make your life a lot easier.

The fourth tool is a variation on the NVK Folder Items tool called LKC Render Blocks. Render Blocks allows you to choose a bunch of items in your project all at once, turn them into a block, and render that out as an individual file. This tool makes it much easier to take all of those layers, package them up, know which sounds you're exporting, and render them out. The Render Blocks and Content Navigator bundle are really helpful, and LKC Tools has free versions of these as well, so be sure to give them a try.

In conclusion, these tools have completely changed Thakkar's sound design workflow in Reaper for game audio. They have made him insanely fast at sound design and have saved him a lot of time. While these tools are not required, they are highly recommended for anyone looking to enhance their workflow in Reaper. Thakkar thanks his viewers for watching and encourages them to check out his other videos on Reaper for game audio. Overall, the video is informative and helpful for anyone interested in sound design in Reaper.

Designing Magic Sounds With A Toilet??? [VIDEO SUMMARY]

The video titled "Designing Magic Sounds With A Toilet???" by Scott Game Sounds explores interesting ways to create magical sounds and how to record and process them. In this video, the speaker demonstrates how he used a toilet to create a unique sound effect. The video also compares the use of Reaper and Logic Pro X to see how their stock plug-ins affect sound design. Additionally, the video showcases other sound design tutorials including designing a monster roar with balloons, creating reverb zones in Unity & FMOD, and designing a dynamic horror ambience. The speaker encourages viewers to reach out for audio or music needs and shares his SoundCloud, website, and blog.


Moving on to the main content, the video begins by introducing the concept of creating magical sounds and how it can enhance the overall experience of a game or film. The speaker explains that the key to creating magical sounds is to think outside the box and experiment with different objects and techniques. He then proceeds to demonstrate how he used a toilet to create a unique sound effect by recording the sound of water flushing and then processing it with various effects in Reaper.

Next, the video compares the use of Reaper and Logic Pro X to see how their stock plug-ins affect sound design. The speaker demonstrates how to use Reaper's stock plug-ins to process a sound effect and compares it to the same effect processed in Logic Pro X. He notes that while both programs have similar plug-ins, the way they process sound is different and can lead to different results.

The video then showcases other sound design tutorials including designing a monster roar with balloons, creating reverb zones in Unity & FMOD, and designing a dynamic horror ambience. The speaker briefly explains each tutorial and encourages viewers to check them out for more sound design inspiration.

Lastly, the video concludes with the speaker encouraging viewers to reach out to him for any audio or music needs and shares his SoundCloud, website, and blog. He also asks viewers to let him know if they enjoyed the video.

Overall, the video provides a comprehensive overview of how to create magical sounds and showcases various sound design techniques. The speaker's knowledge and expertise in the field is evident throughout the video, making it a valuable resource for anyone interested in sound design.

Designing A Monster Roar With Balloons??? [VIDEO SUMMARY]

In the video "Designing A Monster Roar With Balloons???" by Scott Game Sounds, the creator sets out to create a monster roar sound effect using only recordings of balloons. The purpose of this sound design tutorial is to demonstrate the wide variety of sounds a single source like a balloon can produce and how they can be used in creative ways in sound design projects.


The video begins with the creator explaining his motivation for the tutorial and the challenge he has set for himself. He then proceeds to demonstrate how he recorded various balloon sounds, such as stretching, popping, and rubbing, and how he used those sounds to create a monster roar effect. He also provides tips on how to manipulate the sounds using audio software, such as EQ and reverb, to achieve the desired effect.

Throughout the video, the creator emphasizes the importance of experimentation and creativity in sound design. He encourages viewers to think outside the box and use unconventional sources, such as balloons, to create unique and interesting sounds.

In addition to the main tutorial, the creator also provides links to other sound design tutorials on his website and social media channels. He also invites viewers to contact him for audio or music needs and shares his own music and blog on sound design.

Overall, "Designing A Monster Roar With Balloons???" is an informative and engaging tutorial that showcases the versatility of balloons in sound design. The creator's enthusiasm and expertise are evident throughout the video, making it a valuable resource for anyone interested in sound design.

"Invisible" Sound Design in Breath of the Wild [VIDEO SUMMARY]

Invisible Sound Design in Breath of the Wild by Scruffy is a video that delves into the minute details of the sound design in the popular video game, The Legend of Zelda: Breath of the Wild. The video starts with the speaker's personal experience of playing the game and being enthralled with how much there was to explore, the new approaches to combat, and the charm of the big world. The speaker then goes on to explain how crafting a world to explore involves being very specific about what stands out in the world, and how the developers can hide secret details that even subliminally designed sounds. 


Sound Director Hajime Wakai states in the official video series about making Breath of the Wild that they created sounds for several footfalls per the many types of terrain and based on what footwear you have, to the sounds of grabbing and holding items and weapons, to the sounds of weapons and bows. The volume of those sounds will go down if you change your level of stealth, which is quantitative in this game. In full stealth armor, your weapons and footsteps make no sound, and they actually re-recorded themselves handling weapons more quietly.

The video also discusses the many sounds revolving around the chemistry engine in the game. There are sounds for different objects falling in water based on their shape and weight, including Link. There are different sounds for a brush fire, a torch or weapon on fire, a fire arrow, and even for the sound of a launched fire arrow submerging in water. Differentiating different types of fires subtly gives you information about how one fire offers different uses than others. The speaker also explains how there are different versions of music in the game, such as a day version and a night version that seamlessly blend into each other. The combat theme, which plays when there are enemies engaging you, actually starts in and cycles between three possible keys, equidistant from each other, along with an extended, elaborated, more intense version in three possible keys for tougher enemies.

The video also discusses the sound design of the summit music when you reach the top of a snowy mountain. The speaker invites the viewer to clear their mind, relax, and listen closely to the music as the weather changes. During this tiny moment when the weather changes to clear, the hi-pass being rewarded the richness of the piano in this theme makes it absolutely worth searching for. The video concludes by stating that there is a lot to be gleaned from this game, even in the tiniest choices of how to mix in sound and music, and once you get stably used to the game, you can focus in and discover these technical details just like discovering new Korok seeds or little locations on the map.

Overall, the video provides a fascinating insight into the invisible sound design of Breath of the Wild, showcasing the attention to detail and creativity of the developers. The speaker's knowledge and passion for the game are evident throughout the video, making it an enjoyable and informative watch for fans of the game and sound design enthusiasts alike.

Mario Kart and the Doppler Effect [VIDEO SUMMARY]

Mario Kart and the Doppler Effect is a video by Scruffy, where he explains his favorite little detail of the sound design in Mario Kart. The video focuses on the natural phenomenon where the sounds from a fast-moving object change in frequency as it moves toward or away from an observer, known as the Doppler effect.


Scruffy explains that the Doppler effect is integral to the feeling of going fast, and thus it’s key to racing games, so much so that Mario Kart games often open with the sound of karts speeding by, demonstrating the effect. He further explains that in Mario Kart Wii, the developers really went all out with the Doppler effect, where kart engines, kart horns, even the sounds of an Invincible Star or a Mega Mushroom, all change pitch depending on their velocity relative to the listener. Scruffy points out that none of this is pre-baked into the sound effects, as there’s a system handling this in real-time.

Scruffy then goes on to explain how the Doppler effect occurs when an object is moving while generating waves. He mentions that to measure the relative velocity between two objects, we’d need to figure out how fast one is approaching or moving away from the other. He explains that we can start small, with some visual aid, and construct this sort of system. He then goes on to explain how to implement the Doppler effect in the game by measuring the distance between the two karts and calculating the rate of change, in units per frame.

Scruffy explains that if VelocityRelative equals zero, that means the karts are not getting any closer or farther from each other, so the sound plays at regular speed, 100% speed. And conversely, if VelocityRelative is negative, that means the distance between the karts is decreasing, and that corresponds to a sound speed greater than 100%. The exact mapping of sound speed will be weird here since sound “travels” instantly, there’s no delay. So, how you map VelocityRelative to sound speed kinda depends on preference: how much do you want to exaggerate the Doppler effect?

Scruffy then addresses the issue of multiple audio listeners in the game. He explains that in splitscreen mode, where two or more players share audio playback, you could have every kart track every player and perform individualized Doppler effects, but that’s where it starts to get costly on the audio engine. He further explains that in the game, the CPU kart also tracks which player is closer to it, and it applies the Doppler function relative to whoever is closest.

In conclusion, Scruffy’s favorite part of the sound design in Mario Kart is the use of the Doppler effect, which conveys a real sense of speed, while still allowing every player and computer to each make only one instance of sound effects, which he finds pretty elegant. The video is informative and well-explained, and it shows the knowledge and expertise of the author in the field of sound design.

Game Audio Sound Design Workflow with John Pata [VIDEO SUMMARY]

In this tutorial video, game audio sound designer John Pata from Eleventh Hour Audio demonstrates his approach to creating and implementing custom sound design assets for first-person shooter gameplay. He outlines his game audio workflow and designs assets using sounds from CORE 2 Creator. The video is divided into five sections: an introduction, a gameplay demo, analyzing gameplay, designing assets, and implementing into audio middleware (FMOD Studio). The video also offers a free sampler of sounds from CORE 2.


John begins by introducing himself and his approach to game audio sound design. He stresses the importance of understanding the game's mechanics and the player's experience to create a cohesive and immersive audio experience. He then proceeds to demonstrate his approach to designing audio assets for first-person shooter gameplay using a gameplay demo.

After analyzing the gameplay, John explains how he creates custom sound design assets for the game. He uses CORE 2 Creator to find and manipulate sounds to create unique audio assets that fit the game's aesthetic. He emphasizes the importance of experimentation and iteration to find the right sound for the game.

In the next section, John walks through the process of implementing the custom sound design assets into the game using FMOD Studio. He explains how he uses FMOD Studio's tools to create interactive and dynamic audio experiences that respond to the player's actions in the game.

The video concludes with a brief outro where John encourages viewers to let him know what other sound design tutorials they would like to see.

Overall, this tutorial video provides a comprehensive and informative overview of John Pata's game audio sound design workflow. It offers practical insights and tips for designing and implementing custom sound design assets for first-person shooter gameplay. The video is well-produced and John's expertise and knowledge in game audio sound design are evident throughout the video. The free sampler of sounds from CORE 2 Creator is also a great resource for game audio sound designers.

How Sounds Get Into Games - Fundamentals Of Game Audio Implementation [VIDEO SUMMARY]

This video provides a comprehensive overview of how sounds get into video games, explaining the basics of audio implementation with examples. The video starts with an introduction to audio implementation, explaining the difference between interactive and linear media. The concept of audio implementation is then discussed in detail, followed by an interview with Sam, a game audio professional. The video then delves into how sounds get into games, and the difference between middleware and game engines. The importance of implementation is also discussed, along with examples of implementation in various games. The video also covers what the player should hear, optimization, and an example from The Outer Worlds. The video ends with helpful learning sources for audio implementation.

The video starts by introducing the concept of audio implementation and explaining the difference between interactive and linear media. Interactive media, such as video games, requires audio implementation to allow the player to interact with the game world through sound. The basic concept of audio implementation is then explained, which involves taking audio assets and integrating them into the game engine.

The video then includes an interview with Sam, a game audio professional, who provides insights into audio implementation. Sam explains that audio implementation involves placing sounds in the game world and making sure they play at the right time. He also emphasizes the importance of communication between audio and other departments in game development.

The video then covers how sounds get into games, including the difference between middleware and game engines. Middleware is third-party software that handles audio implementation, while game engines have audio implementation built-in. The importance of implementation is also discussed, as it can greatly affect the player's experience.

Examples of implementation in various games are then provided, including Zelda: Breath of the Wild, The Witcher 3, Batman: Arkham Asylum, Unreal Engine 5, and Cyberpunk 2077. The video explains what the player should hear, such as environmental sounds and music, and how optimization is important for game performance.

The video also includes an example from The Outer Worlds, demonstrating how systemic splines can be used for audio design. The video ends with helpful learning sources for audio implementation, including audio middleware summaries and WWise fundamentals.

Overall, this video provides a thorough overview of how sounds get into games and the basics of audio implementation. The interview with Sam and the examples of implementation in various games provide valuable insights into the importance of audio implementation in game development. The video is well-produced and informative, making it a great resource for anyone interested in game audio.

Thursday, April 20, 2023

Designing the Bustling Soundscape of New York City in 'Marvel's Spider-Man' [Video Summary]

In this 2019 GDC talk, Alex Previty and Blake Johnson from Insomniac Games discuss the process of designing the bustling soundscape of New York City in 'Marvel's Spider-Man'. The talk covers the challenges they faced in creating a believable and lively audio experience for players, and the techniques they used to achieve this. 



The speakers begin by discussing the importance of audio in creating an immersive gameplay experience, and how it can be used to enhance the sense of presence in the game world. They then go on to explain the challenges of designing an open-world soundscape, where players are free to explore a large, dynamic environment. 

One of the key challenges they faced was creating a sense of verticality in the audio, as players can swing through the city at great heights. To achieve this, they used a combination of reverb and filtering effects to simulate the different sound reflections and frequencies at different heights. They also used a system of "audio occlusion" to simulate the way sound is blocked by buildings and other obstacles, creating a more realistic and believable environment. 

Another challenge was creating a sense of variety in the audio, as players will spend many hours exploring the same environment. To achieve this, they used a combination of procedural and hand-crafted sound design, creating a large library of ambient sounds that could be randomly mixed and matched to create a sense of dynamic variation. 

The speakers also discuss the importance of music in creating an emotional connection with the player, and how they worked with composer John Paesano to create a score that complemented the game's themes and narrative. 

Overall, the talk provides a fascinating insight into the complex and nuanced process of designing a believable and immersive audio experience for an open-world game like 'Marvel's Spider-Man'. The speakers demonstrate a deep understanding of the technical and artistic aspects of audio design, and their passion for the subject is evident throughout the talk.