We've covered the importance of technology. It's really important. Really, really important. This was something that the audio team was fortunate enough to handle well, for the most part. The sound programmer, Brian Sharp, who in the past had worked mostly with rendering code, was enthusiastic about the work and very helpful in providing team members with the tools they needed to implement audio effectively.
Building the Engine
The details of the audio engine Ion Storm used in DE:IW as well as in Thief: Deadly Shadows are of course confidential (with the exception of the physics engine, which was discussed at Game Developers Conference 2004). It's also an extremely advanced engine, and while I would love to discuss the details, ...