World & Interactive Audio
[INTRO]
Ambient Soundscapes
Prehistoric Kingdom is home to a variety of levels, each with their own ambient beds and region accurate wildlife. In this post, I’ll discuss some of the techniques used during development.
2D vs 3D
In an RTS-like simulation game, the camera is prone to huge swings and elevation changes. We need detail while the camera is zoomed in and out.
2D vs 3D - why are we 2D?
Creating the ambient audio scaffold
Breaking the soundscape into distinct, reusable layers
Real world research and ornithology scouting
Fake birds! LFO panning ftw
Fake water! Why do we do that?
Optimising channel usage
Manually disable layers based on parameters
Placement Sounds
Piece by Piece
Emphasising Change
Mix States & Processing