0 A.D. Audio Development I signed on as Sound Designer for this Historical RTS currently in production at WildFireGames called 0 A.D. ("zero ay-dee") in March of 2005.
If this is your first time here, you can start at the beginning, and then work your way forward though the archive links. -------------------------------------------------------
Friday, April 21, 2006
Midway Post Summary & Round Up
From the Beginning in Chronological Order:

0 A.D. Audio Development - An Introduction to this Delevopment Log
So it Begins - Preliminary discussion
Getting the Ball Rolling - String to pull together threads
Sound Doc v.01 - A first peak at the soon to be sprawling spreadsheet
OpenAL Primer - A quick intro to some functionality
Readable OpenAL Specifications - Like it says
Sound Doc v.03 - The next step with decisions
Q & A - Questions on Design
Audio Implementation - Priority & Intensity A discussion on scaling sounds
Tools & Preliminary XML - A look at the potenial for tools
XML Strategy - Deeper down the rabbit hole
Interface Sounds - A look at interface audio feedback
0 A.D. Audio Summary - A bulleted list of target audio features
Programming Ambient Sound - Topics related to integration
GDC 2006 Wrap Up - Carsten wins big and we both bag a great experience
ISACT Integration - A discussion on ISACT for implementation

Alternatly you can work backwards from here, there or anywhere.

Thanks for visiting!
Cheers to the future!


Post a Comment

Links to this post:

Create a Link

<< Home