need the experts advice - sound in open source engines
Posted 10 December 2008 - 06:40 PM
I'm new to this side of things. I am an experienced audio engineer, analogue and digital. I know MIDI extensively, and understand most of the concepts that would be presented to me in a game engine's audio section. I would like to work for a game developer doing sound design. Before applying I would like to gain a better understanding of game engines similar to Unreal Engine 3 (the only one I've done research on and watched some demos of), where I as the designer have control over many of the perameters of the DSP i.e- don't need a programmer to code for me. So, basically, I'm looking to understand the workflow and terminology that would exist in most if not all of the newer game engines, hands on. If there are any open source options that present a very strong audio component for me to learn, please let me know. I'm not afraid of very technical stuff, just trying to avoid coding much, if I can.
Thanks in advance!
Posted 10 December 2008 - 07:53 PM
Posted 10 December 2008 - 07:56 PM
- XAudio2 (as the DirectSound replacement on Windows/XNA platforms)
These are "independent" libraries that are commonly used in game development. Lots of game engines either don't have it, plug one of the above in, or use their own "home-brew" sound management. In the latter case, an overview of the above should get you going...
Posted 15 December 2008 - 07:14 PM
Posted 15 December 2008 - 08:22 PM
As a composer, I would highly recommend exploring FMOD or even Wwise--I am happy to work on projects exploiting the interactive audio capabilities of those API/libraries...
Posted 16 December 2008 - 04:43 AM
Posted 19 December 2008 - 03:15 AM
You can also have your sound man do a lot of pre-processing. DSP is good if you want to limit your sound footprint, but it can all be pre-processed as well.
But things like reverb, simple occlusion, simple frequency filtering, that should all be considered reasonable by today's standards.
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