~/talk

The 3 Best and Worst Technical Audio Systems from The Ascent.

Talkat Develop:Brighton 2021 · 2021-10-26..10-28· [web-performance]
name:Joe Thom
links:none on file
links:none on file
slides:none on file

UE4 and Wwise systems get concrete numbers and code tricks: reduced 1,300 Ak components to ~80–90 with scoped groups (demoing limits 16→3→1), a GameState AC event replication station that multicasts postForce replicated AC events to fix server/client gaps, and a blueprint that saves environmental Stingers single-use volume state to the player save. Mixing uses 300+ Wwise meter effects controlling 96 RTPCs and active-enemy counts to duck or cap enemy weapon tails. One ugly hacking bug uses GetAllActorsOfClass on crouch (later replaced).

AI-written summary · about

  1. 0:00Introduction
  2. 2:24Speaker introductions
  3. 3:09Weapon sound design
  4. 9:50Audio component management
  5. 15:58Environmental sound design
  6. 23:23Questionable audio implementations
  7. 26:32Music and cutscene sync
  8. 35:10Advanced mixing techniques
  9. 44:12Key takeaways
  10. 44:54Q&A
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