TONY PORTER - AUDIO DEVELOPER
  • About
  • Sound Design
    • Audio Integration
  • Voice
  • Music
  • Credits
    • Star Wars Battlefront: Elite Squadron
    • 007: James Bond
    • Call of Duty
    • Nascar Unleashed
    • Great Big War Game
    • Skylanders
    • Roller Coaster Tycoon 3DS
    • Sword Coast Legends
    • Supersonic Acrobatic Rocket Powered Battle Cars
    • Heroes Of Ruin
    • Alone In The Dark
    • Hot Wheels: The Worlds Best Driver: The Video Game
    • Tron
  • Contact
  • Game Audio Slack
  • Resume

Implementation and Integration

My first method of audio implementation? Notepad.exe. After that? Some mid level EXCEL functionality. WHOO!!!
Then I got my hands on XACT and thought, I'LL NEVER GO BACK (once you go XACT, etc)

Used FMOD for one project but my engineers weren't too impressed with it at the time. Since then the majority of larger projects I'm attached to has licensed Audiokinetic's Wwise. I now have ten completed projects using Wwise and it's certainly the environment I feel most comfortable. Of course I'm familiar with Unity and Unreal audio engines and custom stuff if you show me the ins and outs of it.
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​This kind of attenuation is fun to place on bugs and critters that will get louder as you approach, but mute once you get too close, not unlike crickets, frogs, and other scaredy criters.




​Video I created to demonstrate to the battle designers how the dynamic music system works. Notable here is the usage of a "hero track" that plays only after you are about to win a larger battle. Worked pretty well!
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​Always know where and how your listener behaves. Hard attaching to cameras can cause weird issues  and may not get you the orientation you are looking for.




​A few years old, and done without any middleware, this example from Goldeneye worked pretty well tying into the AI of the world to cue the appropriate track, transition, or stinger.
Wwise does a great job of organizing a lot of things with similar functions. Like say what each character says when they are being attacked. Each has a different thing to say but use the same call in code, just pointed at a different character so we employ a switch system that is basically a large, flexible, matrix.
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  • About
  • Sound Design
    • Audio Integration
  • Voice
  • Music
  • Credits
    • Star Wars Battlefront: Elite Squadron
    • 007: James Bond
    • Call of Duty
    • Nascar Unleashed
    • Great Big War Game
    • Skylanders
    • Roller Coaster Tycoon 3DS
    • Sword Coast Legends
    • Supersonic Acrobatic Rocket Powered Battle Cars
    • Heroes Of Ruin
    • Alone In The Dark
    • Hot Wheels: The Worlds Best Driver: The Video Game
    • Tron
  • Contact
  • Game Audio Slack
  • Resume