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.
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.
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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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. |
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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.