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After steeping in the current console generation, several examples of best practices in
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audio implementation have been exposed through articles, exposes, and video examples
scattered across the internet. In an attempt to overview some of the forward thinking
front runners in the burgeoning field of Technical Sound Design, Ive been pulling
together examples of inspirational audio in games as a way to highlight innovative
techniques and the process behind them. As a way to kick off the series well begin by
focusing a bit on the legacy of available toolsets that have been used to incorporate or
implement audio content. Part 1 will tackle audio middleware and in 2 well take a deeper
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look into proprietary tools. Stick around as we peel back the curtain on the veiled art of
audio implementation.
Audio Toolsets Part 1
- Audio Middleware
If there is one thing that currently separates us from our spotted history in game audio,
it is the publicly available middleware toolsets that allow us to sound design in the box
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Kevin Durr on Tim Nielsen
Special: MS Recording
interactivity in a close approximation of how it will sound once it finds its way into the
game. With the powerful combination of several game and audio engines, this trend
towards enabling the Sound Designer to be more involved and in control of game related
sound decisions is in stark contrast to the old model of handing sounds off to a
programmer for implementation. In an attempt to expose the history of game audio
toolsets Ive rounded up a selection of interfaces I was able to find at large either on the
web or embedded in various presentations over the years and link to said documents
where applicable. Im always on the lookout for public screen shots of proprietary
toolsets for education purposes in order to illustrate a greater understanding of what
has become a critical component to interactive audio.
Cloud
Based on the Microsoft Direct Music/ Direct Sound for PCs introduced in 1999 version of
exclusive
Direct X, Direct Music Producer enabled functionality within the toolset to create and
competition
audition interactive functionality using the features of the low level audio libraries. This
included the ability to loop files, specify random or sequential playback behavior, create
sample banks (DLS), and specify parameters for interactive playback using MIDI. More
info on the specific functionality can be found in a terrific write up by Dave Javelosa over
at the IASIG website: DirectMusic Producer for the Masses. While the interface and
pipeline of DMP is relatively esoteric and punishing in relation to what is currently
available, the tool continues to hold court natively in the Hero Engine from Simutronics
where segment (.sgt) files are necessary to enable seamless looping for ambient
featured field
sound effects
soundworks collection
techniques the recordist tim
prebble tips tools tutorial
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Creative Labs
In order to access features of its sound cards and the OpenAL audio library, Creative
Labs released several tools to assist audio developers in bringing realtime 3d audio to
games.
EAGLE: Environmental Audio Graphical Editor
The Eagle toolset, announced in 2000, provided access to environmental modeling in
order to simulate Environmental Reverb, Obstruction, and Source Model parameters for
use in conjunction with EAX (Environmental Audio Extensions). The toolset provided
Sound Designers with the ability to easily create a variety of different audio data sets, or
models. These models include: unique environments which simulate reflection and
reverberation properties of a room; source property sets which provide initialization
parameters for sounds such as distance attenuation and sound cones; and obstacle
behavior models that simulate the effects of sound moving through, and around, doors,
boxes, windows or other virtual objects. In addition, EAGLE aids the sound designer in
creating these models by providing interactive 3D graphical representations as well as
real-time auditioning of multiple data sets.
EAGLE: Cached Announcement
Creative Labs EAX ADVANCED HD
EAX2
The EAX2 toolset allows for the auditioning of environmental Reverb parameters to be
used in the programming of presets for EAX used in OpenAL and various middleware
solutions such as the FMOD and Miles Sound Systems.
Creative Labs EAX
EAX2 Panel
Microsoft XACT
Microsoft XACT
FMOD
Firelight Technologies introduced FMOD in 2002 as a crossplatform audio runtime library
for playing back sound for video games. Since its inception FMOD has branched into a
low-level audio engine, an abstracted Event system, and Designer tool that allows access
to several features of the runtime audio engine without programmer involvement.
Within the FMOD Designer toolset a Sound Designer can define the basic 3D/2D
parameters for a sound or event, in addition to the ability to effectively mock up complex
parametric relationships between different sounds using intuitive crossfading and the
ability to draw in DSP curves to effect the audio. FMOD Designer was among the first
fully available toolsets that could be downloaded and used regardless of development
affiliation for educational purposes. Additionally, due to their flexible licensing structure,
FMOD became a solid and widely adopted audio middleware choice for all levels of game
development and continues to be a major player in todays game development.
FMOD
Audiokinetic: Wwise
Introduced in 2006, the Wwise (Wave Works Interactive Sound Engine) and toolset
provides access to features of their engine from within the comprehensive content
management UI. In addition to an abstracted Event system which has become a sort of
standard across many audio solutions, they further enable the ability to make choices
regarding additional functionality such as; volume changes, logic, switch/ state changes,
attenuation profiles, and in-game connection and profiling utilities. The ability to mock
up every aspect of the engines ability brings the Wwise toolset further into a full
prototype simulation outside of the game engine. Their commitment to consistently
providing new features and improvements, including a manageable upgrade strategy at
the low level, adds to their adoption at several publishers and larger developers over the
past 4 years.
Wwise
Wwise
This article is meant more as a brief history of Audio Middleware, and not a
comprehensive investigation of features and functionality. If youre interested in a
deeper look into the differences between toolsets past or present there is a link to a
great series of articles from Mix Magazine that covers in depth all of the available audio
middleware solutions from 2007.
Audio Middleware: The Essential Link From Studio to Game Design
In addition to this I would recommend each manufacturers website for further
information on the current state of development and feature sets.Until next time. Please
drop us a line with any feedback or insight!
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9 Comments
Chris@EngineAudio January 14, 2010
Thanks for bringing all of this great information together in one place!
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This is really helpful and appreciated! Please keep this kind of information coming.
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This is the article Ive been looking for! FinallyI feel I can get perspective on the
comparative abilities (and histories) of these integrators. Thank You, Sir. Lets Jam.
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GameCoda had a tool called Cage Producer, which was part of the Sensaura middleware
before Creative even got involved with them. It was a different tool to ISACT altogther.
CRI also had a tool called sound factory.
Both of these would deserve their own section I think! :)
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