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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.

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Presentation on theme: "AUDIO IMPLEMENTATION Ship What Got Designed IGDA Frankfurt Chapter 2009 Tomas Neumann – Audio Technical Lead All brands, logos, trademarks, and pictures."— Presentation transcript:

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2 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.

3 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

4 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...

5 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

6 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

7 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

8 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

9 Audio Example Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09

10 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

11 Audio Tools in CryEngine3 Sandbox I Tomas Neumann: Audio Implementation / IGDA Frankfurt ´09 Level Editor –FlowGraph –Layer system –Ambiences –Oneshots Collaboration

12 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

13 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 *

14 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

15 Tomas(at)crytek(dot)com Thank you Ask questions! KKTHXBYE


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