You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

Session Name Bridging the Gap Between Your Audio Engine and Your Game
Speaker(s) Sean Lohrisch
Company Name(s) Capybara Games
Track / Format Audio
Overview When it comes to audio integration, a robust audio engine is a must, but there's still a notable gap between having your audio assets %u201Cinside%u201D the audio engine, and having those assets triggered and dynamically controlled by the game. This presentation will detail how Capybara Games (a.k.a. Capy) developed their audio integration systems and tools, and how they've used them on games like Super TIME Force and Below. You'll see how more control and power has been put into the hands of the sound designer/integrator, while also shifting the integration burden away from the programming team. As part of this presentation, a recommended feature set will be provided, along with practical examples of those features in action.

GDC 2014

Sean Lohrisch

Capybara Games

free content



UBM Tech