Finally gotten round to pulling together a set of gameplay and audio implementation related video's for the Conan project I was involved with some time ago.
Some of the tricks were outlined awhile back through this thread over at Game Audio Forum.
Most of these techniques have become commonplace in the current generation of game including things like: distance based LPF, game parameters tied to DSP, layered melee combat systems, and state based interactive music. It's always good to be able to look back on a project after some time has passed and fondly remember the good times.
Hope you find something of interest!
Some of the tricks were outlined awhile back through this thread over at Game Audio Forum.
Most of these techniques have become commonplace in the current generation of game including things like: distance based LPF, game parameters tied to DSP, layered melee combat systems, and state based interactive music. It's always good to be able to look back on a project after some time has passed and fondly remember the good times.
Hope you find something of interest!
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