One Man Band AAAudio Department
summary
One-person audio department running Wwise and Unreal for a 300 km² sandbox (Mainframe, 60+ devs) builds systemic audio: hundreds of RTPCs, states and switches for weather, biome, wetness, slope and armor; a single persistent player AK component plus a pooled set of 20 AK components for spatial sounds; procedural birds/flies with listener automation, a footstep system driven by slope/wetness/material, an NPC randomizer with ~10 voice variants, and a music system with 10 variations. Uses event-based packaging to shrink banks (2.5 GB → ~20 MB) and spends ~4.5 years implementing and iterating.
AI-written summary · about
chapters (13)
- 0:00One-man audio department intro
- 4:00Why one-man band works
- 10:09Building systemic audio framework
- 18:35Dynamic ambience with Wwise
- 24:40Systemic footsteps and surfaces
- 28:53Music and adaptive combat
- 37:05Repurposing libraries and workflow
- 40:15NPC voice randomization
- 46:46Systemic audio design summary
- 47:09Q&A: Ambience and spatialization
- 51:05Q&A: Production demands
- 56:09Q&A: Timeline and setup
- 58:00Q&A: Packaging and memory
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51mEngines of Creation: Informative Vs Instructional Sound
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