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|Session Name:||Breaking the Silence: The Sound of 'Hardspace: Shipbreaker'|
|Company Name(s):||Blackbird Interactive|
|Track / Format:||Audio|
|Overview:||An examination of how the sound designers at Blackbird Interactive met the challenge of designing sound for a game in which the presence of air is not a given. Starting from the position that sound can't travel through a vacuum, the team created strict rules governing the transfer of sound, ensuring that all audio is tied as closely as possible to the physics of the game world. This talk will go into what those rules are, how they manifest in the game's Wwise project and Pure Data patches, and show how their limitations helped the team to deliver a compelling and original soundscape.|