|Bridging the Gap Between Your Audio Engine and Your Game
|Track / Format:
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|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.