In this chapter we will we explore game audio implementation. Armed with an understanding of the theory and practice of game audio asset creation from previous chapters, we will explore planning for audio implementation by considering engine capabilities, target platforms, and resources. The core of this chapter will cover topics from asset preparation, implementation, dynamic mixing, and finally onto testing, optimization, and reiteration.
Implementation Basics
In previous chapters we explored the challenges presented in nonlinear media and how the player’s input affects the game state, leaving audio designers unable to determine exactly when a particular audio event will trigger. However, we can plan ahead to answer ...
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