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Posted by on Mar 15, 2012 | 6 comments

Demonstration of SSX’s ‘RUMR’ system

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Ted Conley, Audio Director of EA Canada and the technical artist behind the RUMR (Realtime User Music Remix) system, has uploaded a video demonstrating how to utilize the custom soundtracks features of SSX, and the RUMR system. In the five minute video, Ted explains and demonstrates the various methods used to dynamically accentuate player performance, using runtime parameters, sampling, filters and a wide variety of DSP effects.

Skip ahead to 1:35 of the video to bypass the custom soundtrack ripping tutorial, and get straight to the action.

6 Comments

  1. Wow! This just blew my mind with how much audio programming went into the RUMR system. I REALLY love this level of creativity and attention to detail this game series has always brought to the table for audio but the RUMR system is by far the most interesting and cool thing i’ve heard for interactive audio in games EVER! Amazing work!

  2. That is a truly musical and fun way to automate remix changes against game parameters. Bravo, I will have to experience this for myself with some of my favorite tracks. In fact, ill use my own! :-)

  3. This great.  I’m a game designer and musician / SFX designer.  I’m currently working on something that is music centered for the XBOX.  It’s cool to see audio being used in creative and fun ways such as this.  Hopefully this will inspire others to think more along these lines. 

    -Ron

  4. Can’t wait to try this out! Really cool

  5. Hi. I’m currently writing my final thesis for my masters degree at the University of Copenhagen about dynamic audio in video games. Does anyone here know how to get in contact with Ted Conley? None of the EA.com subsites I’ve visited holds any information on how to get in contact with the company itself nor their employees as far as I can tell. Thanks in advance. Cheers from Denmark. Jan 

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