AUDIO IMPLEMENTATION Ship What Got Designed IGDA Frankfurt Chapter 2009 Tomas Neumann – Audio Technical Lead All brands, logos, trademarks, and pictures.

Post on 14-Dec-2015

216 Views

Category:

Documents

0 Downloads

Preview:

Click to see full reader

Transcript

AUDIO IMPLEMENTATIONShip What Got Designed

IGDA Frankfurt Chapter 2009

Tomas Neumann – Audio Technical LeadAll brands, logos, trademarks, and pictures used in this presentation are under the copyright of their legitimate owner.

Introduction

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

GamesFarCry (2004)Crysis (2007)Crysis Warhead (2008)Crysis Wars (2008)Crysis 2

Studios Frankfurt, HeadquarterBudapest, Kiev, Nottingham, Sofia, Seoul

Tomas NeumannAudio Technical LeadR&D member since 2005Tomas(at)crytek(dot)com

Any Audio People Here?

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

Please don‘t get bored!

This lecture is for:

Game Designers, Producers, Level Designers, Game Coders, Outsourcing Managers, Outsourcing

Providers, Concept Artists...

Game Audio Is Not „Audio To Picture“

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

Dynamic & Unpredictable– Involve Audio early– Ongoing need for

implementation

Specification– Properties and parameter

Behavior– Dynamic change

Control– Run time manipulation

Split Audio Production Pipeline (simplified)

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

Outsourcing / Audio Dept.

DAW wav

0110 Spec Behavior Control

CodeOutsourcing / Audio Dept.

DAW wav

0110 Spec Behavior Control

CodeOutsourcing / Audio Dept.

DAW wav

0110 Spec Behavior Control

Code

wave file

Modern Audio Production Pipeline

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

Outsourcing / Audio Dept.

DAW wav Spec Behavior Controlwa

v

0110 Control

Code

Tools

Crysis1: SFX

75% less implementation

75% more creativity and collaboration

15,000 wave files 3,500 sound events

Audio Production Pipeline

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

Get Audio involved early!

A good pipeline boosts:– Efficiency– Time to be creative– Turnaround– Scheduling– Risk Control

– Shipped (overall) Quality

Audio Example

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

                                                                                                                               

Availible Middleware

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

• Audiokinetic– Wwise

• Firelight Technologies– FMOD Eventsystem

• CRI Middleware– CRI Audio

• ..• Microsoft

– XACT 3

Source: http://www.gamemiddleware.org

Audio Tools in CryEngine3 Sandbox I

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

• Level Editor– FlowGraph– Layer system– Ambiences– Oneshots

• Collaboration

Audio Tools in CryEngine3 Sandbox II

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

• Cinematic Editor• Character Editor• Facial Editor• Particle Editor• Physics Database• Game-Code Hook System• SoundMood Designer• Music Database• Localization Database• Flash Editor

The Future Is (Almost) Now

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

• Full implementation• 0 Code • Background encoding

process• Instant turnaround• Real-time console

deployment

* Commercial break * – Call now to order – 100% Next-Gen – CryEngine 3 new release – Free CRYSIS for first 5 callers – * Commercial Break *

Conclusion

Audio Implementation– Let Audio people do it– Benefit from industry

standard middleware when outsorcing

– Optimize pipeline to be more creative as a team

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Tomas(at)crytek(dot)com

Thank youThank youAsk questions!Ask questions!

KKTHXBYE

top related