Game Development Reference
In-Depth Information
Within the FMOD toolset a sound designer/implementer can dei ne
the basic 3D/2D parameters for a sound or event, in addition to
the ability to effectively mock up complex parametric relationships
between different sounds using intuitive crossfading and the ability
to draw in automation curves and use effects and third-party plug-
ins to change the audio. Music can also be coni gured within FMOD
Studio using tempo based markers and timed triggers. The older
FMOD Designer was among the i rst fully available toolsets that
could be downloaded and used free for educational purposes.
Additionally, due to their l exible licensing pricing structure, FMOD
is now a solid and widely adopted audio middleware choice and
continues to be a major player in today's game development
environment.
Audiokinetic: Wwise
Wwise editor.
Introduced in 2006, the Wwise (Wave Works Interactive Sound Engine)
and toolset provides access to features of their engine from within a
staggeringly comprehensive content management UI. Their abstracted
and modular Event system, which allows extremely complex and
intricate results built from simple operations that can be nested within
each other, has become a desired standard for many development
houses worldwide. Wwise can coni gure events with the typical audio
parameters expected of game audio middleware, with i nely controlled
randomization of volume, pitch, surround placement, and ef ects, as well
as logic, switch/state changes, attenuation proi les and many more. The
Interactive Music Engine in Wwise is highly regarded as well, enabling
 
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