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The Crysis of Audio
Posted On: Wednesday 20 February 2008
Gamasutra posted a nice article about Crysis from the GDC, check out a piece of it below.
"Although mostly famed for its near-photorealistic graphics, Tomas Neumann and Christian Schilling of Crytek, along with composer Inon Zur opened GDC 2008’s Audio track with a discussion of the decision to deliver the highest quality of audio to match the graphics of their recent release Crysis.
“We had to develop next-gen audio when most of our focus was on the graphics: that was a real challenge,” Neumann admitted, with Shilling joking that calling the session “the Crysis of Audio” was “just too easy.
They introduced the challenges that face audio designers -- not only competing within the game with the dominant requirements of the graphics, but also with the needs of simulating freedom in a real world, where players can easily break the intended sound design.
Using normal sound tools such as SoundForge initially, Crytek move on to a data-driven sound specification using a FMOD designer (“we can add and layer any behaviours to sounds that we wish,” said Neumann) and a central mixer, before the sound is integrated into their sandbox emulator for the game engine."
“We had to develop next-gen audio when most of our focus was on the graphics: that was a real challenge,” Neumann admitted, with Shilling joking that calling the session “the Crysis of Audio” was “just too easy.
They introduced the challenges that face audio designers -- not only competing within the game with the dominant requirements of the graphics, but also with the needs of simulating freedom in a real world, where players can easily break the intended sound design.
Using normal sound tools such as SoundForge initially, Crytek move on to a data-driven sound specification using a FMOD designer (“we can add and layer any behaviours to sounds that we wish,” said Neumann) and a central mixer, before the sound is integrated into their sandbox emulator for the game engine."