Feb 192008

I attended Audio Boot Camp today at GDC. Scott Selfon from Microsoft kicked off with a comprehensive “Introduction to Audio for Games” that included some insightful historical components.

Jay Weinland gave a great presentation showing off Bungie’s internal audio tools. They were fantastically impressive albeit, shown in the context of creating audio for Halo… Jay also referenced some cool benefits they got by licensing some plugins from Waves to use in-engine for mixing the game. In particular, setting up Waves plugin presets in Pro Tools and having them translate perfectly in the game engine.

Charles Deenen from EA covered many areas but seemed most passionate about evangelizing better in game mixing. Beyond volume, beyond DSP, we need to reference information from more data points in the game to create “great” adaptive mixes.

Charles made good sense to this enthused mix engineer. Accessing hundreds of points to create a top notch virtual mixing engineer in the game shouldn’t be far off, I hope…

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