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How Rick Astley saved the sound in Way of The Hunter

Talkat Games Gathering Bratislava 2022 · 2022-10-18..10-21· [creative-coding]
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Outsourced audio team builds an adaptive ambient system using FMOD middleware that divides space into concentric rings then into four tracking squares — the Ultra adaptive ambient blueprint — solving meadow/forest crossover with a 20‑page spec and working runtime emitters. Uses FMOD middleware to swap real recorded loops rather than pitch shifting: engine sound uses layered RPM‑triggered loops (chose a 1985 Toyota Land Cruiser diesel timbre). Vehicle audio reduces four wheel emitters to two to avoid frame starvation, implements three‑level collisions, and uses Rick Astley as a reliable directional/debug test; system proves robust in a dedicated test level.

AI-written summary · about

  1. 0:00Audio collaboration in Way of the Hunter
  2. 3:34Onboarding and optimizing audio
  3. 6:04Audio development roadmap
  4. 7:09Ambience requirements in game
  5. 8:57Realistic ambience solutions
  6. 13:25Forest ambience positioning fixes
  7. 17:56Rick Astley’s audio testing role
  8. 21:32Debugging audio with radar and Rickrolling
  9. 24:01Vehicle sound design in game
  10. 27:11Engine sound selection
  11. 29:19Realistic engine emulation
  12. 31:16Vehicle interior/exterior sounds
  13. 34:04Weather effects in vehicle sounds
  14. 35:45Wheel surface interactions
  15. 37:48Vehicle collision testing
  16. 40:02Testing level that saved project
  17. 41:51Biggest bug in game
  18. 42:35Q&A
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