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The Number One Educational Resource for the Game Industry

Session Name: How Distance Has Shaped the Sound of Our Games
Speaker(s): Matthew Florianz
Company Name(s): Frontier Developments
Track / Format: Audio

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Overview: An excessive number of sound sources (or voices) is a common problem faced in game audio development. This is especially true for management type-games that are complex, open world sandboxes in which a dynamic player controlled camera can go anywhere and piece-by-piece world-building adds thousands of objects.The audio team behind Planet Zoo, Planet Coaster, Jurassic World Evolution and Elite: Dangerous has developed strategies that manage thousands of audio items in such a dynamic environment. Principle Audio Designer, Matthew Florianz will talk you through run-time solutions, object based mixing and applying context and impression (rather than distance) to make informed, data-driven mix decisions. A presentation of Planet Zoo's real-time Obstruction and Reverb solutions will be presented as one of many examples.Perhaps our approach might even inspire another way of implementing distance in your projects!

Game Developers Conference 2021

Matthew Florianz

Frontier Developments

free content

Audio

Audio