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AUDIO IMPLEMENTATION Ship What Got Designed IGDA Frankfurt Chapter 2009 Tomas Neumann – Audio Technical Lead All brands, logos, trademarks, and pictures used in this presentation are under the copyright of their legitimate owner.
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Introduction Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Games FarCry (2004) Crysis (2007) Crysis Warhead (2008) Crysis Wars (2008) Crysis 2 Studios Frankfurt, Headquarter Budapest, Kiev, Nottingham, Sofia, Seoul Tomas Neumann Audio Technical Lead R&D member since 2005 Tomas(at)crytek(dot)com
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Any Audio People Here? Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Please don‘t get bored! This lecture is for: Game Designers, Producers, Level Designers, Game Coders, Outsourcing Managers, Outsourcing Providers, Concept Artists...
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Game Audio Is Not „Audio To Picture“ Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Dynamic & Unpredictable –Involve Audio early –Ongoing need for implementation Specification –Properties and parameter Behavior –Dynamic change Control –Run time manipulation
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Split Audio Production Pipeline (simplified) Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Outsourcing / Audio Dept. DAW wav 0110 SpecBehaviorControl Code Outsourcing / Audio Dept. DAW wav 0110 SpecBehaviorControl Code Outsourcing / Audio Dept. DAW wav 0110 SpecBehaviorControl Code wave file
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Modern Audio Production Pipeline Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Outsourcing / Audio Dept. DAW wav SpecBehaviorControl wav 0110 Control Code Tools Crysis1: SFX 75% less implementation 75% more creativity and collaboration 15,000 wave files3,500 sound events
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Audio Production Pipeline Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Get Audio involved early! A good pipeline boosts: –Efficiency –Time to be creative –Turnaround –Scheduling –Risk Control –Shipped (overall) Quality
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Audio Example Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09
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Availible Middleware Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Audiokinetic –Wwise Firelight Technologies –FMOD Eventsystem CRI Middleware –CRI Audio.. Microsoft –XACT 3 Source: http://www.gamemiddleware.org
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Audio Tools in CryEngine3 Sandbox I Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Level Editor –FlowGraph –Layer system –Ambiences –Oneshots Collaboration
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Audio Tools in CryEngine3 Sandbox II Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Cinematic Editor Character Editor Facial Editor Particle Editor Physics Database Game-Code Hook System SoundMood Designer Music Database Localization Database Flash Editor
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The Future Is (Almost) Now Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Full implementation 0 Code Background encoding process Instant turnaround Real-time console deployment * Commercial break * – Call now to order – 100% Next-Gen – CryEngine 3 new release – Free CRYSIS for first 5 callers – * Commercial Break *
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Conclusion Audio Implementation –Let Audio people do it –Benefit from industry standard middleware when outsorcing –Optimize pipeline to be more creative as a team Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09
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Tomas(at)crytek(dot)com Thank you Ask questions! KKTHXBYE
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