audio implementation ship what got designed igda frankfurt chapter 2009 tomas neumann – audio...
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AUDIO IMPLEMENTATIONShip What Got Designed
IGDA Frankfurt Chapter 2009
Tomas Neumann – Audio Technical LeadAll brands, logos, trademarks, and pictures used in this presentation are under the copyright of their legitimate owner.
Introduction
Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09
GamesFarCry (2004)Crysis (2007)Crysis Warhead (2008)Crysis Wars (2008)Crysis 2
Studios Frankfurt, HeadquarterBudapest, Kiev, Nottingham, Sofia, Seoul
Tomas NeumannAudio Technical LeadR&D member since 2005Tomas(at)crytek(dot)com
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...
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
Split Audio Production Pipeline (simplified)
Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09
Outsourcing / Audio Dept.
DAW wav
0110 Spec Behavior Control
CodeOutsourcing / Audio Dept.
DAW wav
0110 Spec Behavior Control
CodeOutsourcing / Audio Dept.
DAW wav
0110 Spec Behavior Control
Code
wave file
Modern Audio Production Pipeline
Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09
Outsourcing / Audio Dept.
DAW wav Spec Behavior Controlwa
v
0110 Control
Code
Tools
Crysis1: SFX
75% less implementation
75% more creativity and collaboration
15,000 wave files 3,500 sound events
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
Audio Example
Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09
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
Audio Tools in CryEngine3 Sandbox I
Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09
• Level Editor– FlowGraph– Layer system– Ambiences– Oneshots
• Collaboration
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
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 *
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
Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Tomas(at)crytek(dot)com
Thank youThank youAsk questions!Ask questions!
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