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|Session Name:||Finding Space For Sound: Environmental Acoustics in 'Tom Clancy's The Division 2'|
|Speaker(s):||Robert Bantin, Simon Koudriavtsev|
|Company Name(s):||Massive Entertainment - a Ubisoft Studio, Massive Entertainment - a Ubisoft Studio|
|Track / Format:||Audio|
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|Overview:||This session will be broken down into the initial mission statement going to this project, the creative directions that that statement took the team in, the new technology required to realize some of those creative decisions, and how the early results of that new technology course-directed the creative process during development. Ray-casting for audio, real-time near-field space estimation, real-time early reflections, procedurally generated IRs, and procedurally generated ambiances will be topics featured in this talk, as well as some key automation strategies taken to facilitate content production.A brief overview of the Wwise audio middleware implementation for each system will also be given, as this was crucial in leveraging the audio functionality coming from Snowdrop.|