~/talk

Navigating 50 Years of Evolution in Interactive Audio

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slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction
  2. 2:11Art and technology in games
  3. 7:04Video games and sound
  4. 10:39Audio tech in consoles
  5. 19:27Synthesis to sample-based audio
  6. 20:31Founding Audiokinetic and Wwise
  7. 31:35Wwise workflow
  8. 36:53Wwise beyond gaming
  9. 43:38Future of audio production
  10. 50:10Q&A
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