AUDIO IMPLEMENTATION Ship What Got Designed IGDA Frankfurt Chapter 2009 Tomas Neumann – Audio Technical Lead All brands, logos, trademarks, and pictures used in this presentation are under the copyright of their legitimate owner.
Dec 14, 2015
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!
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