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How Distance Has Shaped the Sound of Our Games
An excessive number of sound sources (or voices) is a common problem faced in game audio development. This is especially true for management type-games that are complex, open world sandboxes in which a dynamic player controlled camera can go anywhere and piece-by-piece world-building adds thousands of objects.The audio team behind Planet Zoo, Planet Coaster, Jurassic World Evolution and Elite: Dangerous has developed strategies that manage thousands of audio items in such a dynamic environment. Principle Audio Designer, Matthew Florianz will talk you through run-time solutions, object based mixing and applying context and impression (rather than distance) to make informed, data-driven mix decisions. A presentation of Planet Zoo's real-time Obstruction and Reverb solutions will be presented as one of many examples.Perhaps our approach might even inspire another way of implementing distance in your projects!
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