It's a great time in game audio these days. After steeping in the current console generation, several examples of best practices in audio implementation have been exposed through articles, exposes, and video examples. In an attempt to overview some of the forward thinking front runners in the burgeoning field of Technical Sound Design, I've been pulling together examples of inspirational audio in games as a way to highlight innovative techniques and the process behind them.
Crackdown - Realtime Worlds
-Realtime Convolution Reverb through Ray Tracing

Each of these scenarios is valid in an industry where you must carefully balance all of your resources, and where features must play to the strengths of your game design. When Realtime Worlds, with the help of Microsoft Game Studio, began the overarching scope of sound design for their Xbox 360 release title Crackdown in 2007 they set out to bring the idea of realtime convolution Reverb to the front line.
"When we heard the results of our complex Reverb/Reflections/Convolution or "Audio-Shader" system in Crackdown, we knew that we could make our gunfights sound like that, only in real-time! Because we are simulating true reflections on every 3D voice in the game, with the right content we could immerse the player in a way never before heard."-Raymond Usher
So, what is realtime Reverb using ray tracing and convolution on a per-voice implementation?
Here's a quick definition of Ray Tracing as it applies to physics calculation:
On the other side of the coin you have the concept of convolution:
So what you have is a pre-recorded impulse response of a space being modified (or convoluted) by the Ray Traced calculations of the surrounding physical spaces.
What this allows the sound to communicate in realtime is a greater sense of dynamics as sound is triggered from a point in 3d space.
Article: The Audio of Crackdown
Podcast Interview with MGS Kristofer Mellroth
(Starts at 12:00 in)
Bonus points: The ability to change the audio settings for small speakers which tweaks the distance falloff.