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//Audio Implementation Greats 10

Implementation Greats 09 | Implementation Greats 11

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 runnings 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.

Prototype - Radical Entertainment
-Scalable Crowdsourcing

Spidey "There are a thousand tales in the naked city" and if you listen closely enough you might be able to hear most of them during the gameplay of Prototype. That is, if you can keep yourself from wreaking havok among the citizens of New York...which, let's face it is nearly impossible.
While you won't hear all of the stories that the city has to tell, you will be able to hear the changing voice of the city during your progression from introspective lost soul to amped up superman thanks to the attention to detail by Radical's Sound Department.

"So we decided to develop a dynamic system for ambient sound so that New York could speak, through its inhabitants, of its current “emotional” state. If the city was in a relatively “normal” state, we would hear the traffic, the pedestrians and the busy sounds of New York that we all know. As panic ensues, so does the voice of the city, with screaming pedestrians and honking horns. If the player guides his character up to a quiet rooftop or the middle of Central Park, the sounds of New York adapt accordingly. As the infected hordes take over, the sounds voice the pain and suffering of the city and its inhabitants. As the story progresses and the city heads towards its darkest hour, its voice dynamically follows - expressing its state as a character in the story, revealing its suffering."

"Some aspects of the interface are set by the sound designer in real time, such as overall volume, cross-fade curves and max volumes of any individual streams. A variety of parameters are also exposed to allow tuning of roll-off times, smoothing factors, channel leaks, etc. to allow for subtle "massaging" of the resulting sound."

"Other parameters in the patch are controlled at runtime by the audio code such as positional weighting of the sounds in the quadraphonic matrix and cross-fade amounts between zones. The audio code takes input from the AI and other game systems to determine how many objects are in a given quadrant of a sphere around the listener and calculate what the volume level should be per channel."


Article: Dynamic Game Audio Ambience
Article: The Sounds of Prototype
Dynamic Ambient in Prototype
Article: Aural Fixation Interactive Ambience

Bonus: Prototype Sound Design

Implementation Greats 09 | Implementation Greats 11