Navigating 50 Years of Evolution in Interactive Audio
summary
Traces 50 years of game audio from Pong added audio (the one early hit) through cartridge and CD quality to today, claims asset counts jump ~5,000 → 50,000 → 500,000 and projects 5–50 million, while teams grow 3 → 15 → 75, forcing a need for automation. Describes building Wwise middleware (first shipping on Shadowrun in 2006), live authoring, profiler and engine plugins, and says adoption is slow but real; reports Wwise reaches automotive (first vehicle ships this October) and argues AI/procedural tools must assist rather than replace artists.
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chapters (10)
- 0:00Introduction
- 2:11Art and technology in games
- 7:04Video games and sound
- 10:39Audio tech in consoles
- 19:27Synthesis to sample-based audio
- 20:31Founding Audiokinetic and Wwise
- 31:35Wwise workflow
- 36:53Wwise beyond gaming
- 43:38Future of audio production
- 50:10Q&A
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