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Posted by on Dec 13, 2012 | 0 comments

Rewind…Audio Implementation Greats #3: Crackdown – Realtime Worlds

In the run-up to this month’s reverb theme, former contributor Damian Kastbauer suggested we re-run this article he put together discussing the game Crackdown for XBOX. The article may be two years old, but the content remains undeniably relevant. Never one to ignore good suggestions, here we are…

Crackdown

One area that has been gaining ground since the early days of EAX on the PC platform, and more recently it’s omnipresence in audio middleware toolsets, is Reverb. With the ability to enhance the sounds playing back in the game with reverberant information from the surrounding space, you can effectively communicate to the player a truer approximation of “being there” and help to further immerse them in the game world. While we often take Reverb for granted in our everyday life as something that helps us position ourselves in a space (the cavernous echo of an airport, the openness of a forest), it is something that is continually giving us feedback on our surroundings, and thus a critical part of the way we experience the world.

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Posted by on Feb 10, 2010 | 5 comments

Audio Implementation Greats #3: Crackdown – Realtime Worlds

Crackdown

One area that has been gaining ground since the early days of EAX on the PC platform, and more recently it’s omnipresence in audio middleware toolsets, is Reverb. With the ability to enhance the sounds playing back in the game with reverberant information from the surrounding space, you can effectively communicate to the player a truer approximation of “being there” and help to further immerse them in the game world. While we often take Reverb for granted in our everyday life as something that helps us position ourselves in a space (the cavernous echo of an airport, the openness of a forest), it is something that is continually giving us feedback on our surroundings, and thus a critical part of the way we experience the world.

While It has become standard practice to enable Reverb within a single game level and apply a single preset algorithm to a subset of the sound mix. Many developers have taken this a step further and created Reverb regions that will call different Reverb presets based on the area the player is currently located. This allows the Reverb to change based on predetermined locations using predefined Reverb settings. Furthermore, these presets have been extended to area’s outside of the player region so that sounds coming from a different region can use the region and settings of the sounds origin in order to get their Reverberant information. Each of these scenarios is valid in an industry where you must carefully balance all of your resources, and where features must play to the strengths of your game design.

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