Geoff the Medio wrote:
parametric wrote:
I'd like to speak with the programmers about it's all being implemented.
Feel free to post to the forums with the details...
Okay, cool.
A few questions:
1) I've looked around a bit and can't find much info on how the SFX get implemented into the game. Obviously there's code support of some kind but is there any documentation or forum threads that go into more detail on this?
2) What is the best forum to discuss the overlap between audio and code and how that whole pipeline flows? Do you prefer we discuss it here or on the programming section?
3) Following the first question - have you guys considered (or are you using) any third party software such as
Wwise? It's becoming the standard in professional games and we're using it on our current project. Traditionally, a programmer is needed for implementation purposes but now that such software exists, it's taking a huge amount of the workload away from coders and shifting it onto sound designers. This is a good thing. : ) A lot of elements like pitch shifting, variations in SFX, randomization of assets, music, looping, etc... are now taken care of by the existing code Wwise and people like myself just set it up to sound correct. The programmer still has to marry the third party software to the game code (Wwise has good documentation on this) but at least you're dealing with that aspect instead of writing additional code to make certain SFX loop properly, etc.
Also, it's free to use if you're working on a non commercial project. You can read about it
here.
EDIT: Another nice feature of Wwise is that you can go into quite a bit of detail on the audio conversion settings. For example, you can specify that dialog be downsampled to a lower bit rate (24k / mono / .OGG for example - dialog is much more forgiving with 'worse' conversion settings) whereas music would remain at 44k / stereo / .PCM. This helps manage the overall memory footprint and prevent unnecessary bloating while retaining quality in the places you really want it. You can also specify which sounds can be cached into memory and which can be streamed from the HD or disc.
In the case of MOO, these considerations probably aren't
quite as important since the audio isn't anywhere near as involved as something like GTA or COD. I may be wrong, but I imagine it's easy to stay within whatever the allocated memory budget is. Nevertheless, it's always something to keep in mind and I can handle all these things from my end in Wwise.