Asbjoern Andersen


Back when I started doing sound for games, implementing game audio was essentially a question of delivering a bunch of .wav files and triggering them in-game. That’s not how it works anymore. Today, audio middleware, dynamic environments and scores rule the day.

To find out where things stand – and where we’re headed – I invited sound designer and game audio advocate Stephan Schütze to do a guest post to give you an overview. Here is Stephan’s post:

 

Game audio has come a long way in recent years. Its profile, tool sets and outlook are stronger than ever. Game audiences have high expectations of the audio that accompanies their favourite games and developers are investing more time and resources to audio production. This is a perfect time to take stock of exactly where game audio is currently at and consider some of the possibilities for the future in how we develop audio content across the many platforms we play games on.
 

Middleware Solutions

The term ‘middleware’ essentially refers to software solutions for game process management and asset implementation. There are various middleware applications that deal with audio, but I would consider the four main game audio tools to be (in alphabetical order):

• CRI ADX2
• Fabric
• FMOD
• WWise

Each application has its own methodology and feature set and choosing the best solution depends a lot on the needs of a project and the personal preferences of the audio team. It is safe to say, however, that the sophistication of the available tools has developed dramatically over recent years. All four of these applications have supported multiple significant titles across a wide range of platforms.

While the individual choice of which toolset best suits a particular project is a more individual one, the overall question of “why use middleware?” is still a common one. This question is not often asked by audio teams, but more usually by their development leads or studio heads, who require confirmation that the time, effort and expense of using an audio tool set will be advantageous to their project.

The game audio industry is still often asked this question, and I have a very simple and very direct response to the question.

Why should we use audio middleware?

• Your game will sound better
• Your game will use less resources
• Your game will require less programmer time to achieve equivalent results with your audio

Just to spell it out, that last point means using audio middleware will also save you money.

My personal opinion on this is that any studio that considers itself to be a serious developer of interactive material should be using audio middleware

My personal opinion on this is that any studio that considers itself to be a serious developer of interactive material should be using audio middleware in the same way they should be using source control software, debugging tools and all the other advances in development tools that are now considered essential.
 

Games are dynamic; so is game audio

Games are different to film and TV. I have said this so many times in articles, at conferences, in training and to students. The non-linear domain in which games reside means they are created in very different ways to film and TV. Non-linear media is experienced in very different ways to linear media. Game audio still lags behind in some aspects of non-linear development. This means, we have room for some great improvements.
Generative and dynamic audio is so much more than just cueing the music to respond events within the game. The toolsets available to audio teams have the power and control to create incredibly detailed and dynamic audio material.
 

Dynamic Environments

Game environments can be created from the smallest of audio assets that trigger with defined behaviour to fill a region of a 3D world. This can provide vertical, horizontal or even spherical depth of field. As the player moves through an environment they pass through layers that blend together and react to the player, other environmental factors as well as day/night and seasonal cycles.

A game audio environment is not made from a single recording of a forest or a jungle; it is built from the individual elements that would exist in that jungle. An insect can be positioned individually in 3D space and can be programmed to respond to the player’s proximity just as a cricket in real life will fall silent if it detects movement nearby. Birdsong is generated in real time to create a unique song every time it is heard, that song can alter to a birds warning calls if it detects a threat in its territory and ultimately resolve with the sound of wings as the bird flies off.
 

Music

Large orchestral scores with even larger budgets are a more common feature of AAA game projects. Equally, music generated in real time, controlled by properties that define the behaviour of music over time in relation to events and in response to player actions, are becoming powerful tools for narrative support.

There is a secret about these two approaches to game music that many people do not seem to have realized

There is a secret about these two approaches to game music that many people do not seem to have realized: The two methods are NOT mutually exclusive!

Audio teams seem to choose on method or another. Live musicians with strong thematic material or generative musical structures crafted and implemented carefully to produce a dynamic score during gameplay. I would argue that the best possible world is a combination of the two forms. Dramatic thematic material that accompanies significant events within a game, that underscores cut scenes and defines our wonderful characters AND evocative generative sound/music ambiences that accompany the many hours of exploration and highlight the underlying emotional content of an environment or expand on the threats that may exist in the shadows.
 

Sound Design

Even our sound effects can be created in dynamic ways that utilise the available assets to maximise on resources as well as sonic impact. Each sound file that we add to a project can become a building block to be used again and again across multiple sound events. This gives us incredibly efficient resource usage on all platforms. It also offers the opportunity for an explosion to be subtly different each time it is triggered, or footsteps that sound organic when implemented.
 

How do we do this?

For some people these ideas may sound challenging at best, unachievable at worst, but the technology to utilize many of these production techniques has existed for some years. What we need to be doing is educating our fellow developers and demonstrating the possibilities. The incredible potential for game audio is already being demonstrated by some teams, we need to realize across the industry that this is something we can all be doing if the desire exists and the determination is applied.

There needs to be a shift in thinking to understand that outstanding audio is not just reserved for AAA games

I have spent a lot of time over the years investigating three of the four middleware solutions I listed (Fabric, FMOD and Wwise) and to my knowledge they are all capable of far more than many audio teams realize. There needs to be a shift in thinking to understand that outstanding audio is not just reserved for AAA games.
 
Some recent independent games have clearly illustrated just how much you can achieve. Limbo, Braid, Machinarium, The Stanley Parable are all examples of small teams achieving incredible audio results.

I think we all need to be multi-skilled to work in game audio. Where film and TV often have a single specialist for each role, game audio is better served if we at least have a strong understanding across all aspects of audio production. Location recording can make you a better sound designer, understanding sound, music and dialogue processes will ultimately make you a better mixer. Even developing an appreciation of how sound design is implemented can make the creation of a sympathetic musical score more achievable. Above all else, passion and patience are critical, and a good set of ears is a big advantage.


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Trending right now:

  • Introducing our Sword Magic pack, a perfect complement to our flagship offerings like Sword and Savage Steel. This pack was crafted with the intention of infusing a touch of magical charm into your finishing moves! Included in this package are Power Ready sounds, designed to notify you when your special magic attack is primed and ready. To wield its power, simply initiate one of our Swings followed by a Magic Blade Slash to unleash a formidable magical melee attack.

     

    While some of our sounds feature subtle distinctions, they are crucial for creating a lifelike experience and preventing noticeable repetition in fast-paced combat scenarios.

  • Introducing the ultimate sword-themed sound effects pack, perfect for game developers and enthusiasts looking to take their melee combat scenes to the next level. With 138 high-quality sounds, this pack is a must-have for anyone looking to add realistic and immersive sword sound effects to their games.

    • What sets this pack apart is the inclusion of hard-to-find sword-stabbing sounds, in addition to the classic slashing sounds. Each sound is recorded in high quality and expertly separated into swinging and impact sounds, with unique materials such as wood, flesh, and plate, providing maximum flexibility for any combat scene.

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    Listen to it on SoundCloud

    Files List

  • A comprehensive sound library from the enchanting world of the Middle Ages featuring meticulously recorded elements that come together harmoniously to create a realm of realism that transports your audience back in time, including isolated elements, acoustic impulse responses, noiseprints, and ambience loops.

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  • Ringtones and notifications for movies, games or TV production are tricky things.

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    This library consists of 423 files (1600+ sounds), which are divided into categories, such as: ringtones, alarms, notifications, UI,  lock-unlock and etc.

    You’ll also find Foley folder, which contains vibrations, mechanical buttons, tone dials and etc, recorded with four smartphones of different age.

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    • 423 files/1600+ sounds
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Latest releases:

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    MASSIVE AIR – is an extensive sound library containing 3793 unique files of various types of air, real and imagined. From gentle Blowing, violent Bursts and searing Hisses to strong Suction and everything Miscellaneous. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    ‘Massive’ Libraries
    – is our take at recreating sound effects through the use of state-of-the-art resynthesis, this approach generates semi-accurate recreations and mimics the target sound effect, however this method also produces novel and unexpected results. These are our otherwise more “Experimental” libraries.

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    You can use the sounds in this library to create full original soundscapes, or simply drag and drop in sounds as “one-shots” or “sweeteners” to enhance your film/game music.

    All sounds in this library are at 96kHz 24 Bit  to allow for further manipulation and design, and have been tagged with extensive UCS metadata to fit smoothly into your production workflow.

  • Cello Textures I  is the first volume in our “Textures” series, where we bring you sound effects from orchestral instruments played in unconventional and interesting ways.

    This unique collection features various textural effects performed by the Cello,  including open and natural harmonics, bow overpressure, bowing with wood, circular bowings and delicate flautandos.

    The sounds in this product are dark, intense and foreboding, and are perfect for use in genres such as horror, thriller, mystery and psychological.

    You can use the sounds in this library to create full original soundscapes, or simply drag and drop in sounds as “one-shots” or “sweeteners” to enhance your film/game music.

    All sounds in this library are at 96kHz 24 Bit  to allow for further manipulation and design, and have been tagged with detailed UCS metadata to fit smoothly into your production workflow.

  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, foley, mechanical and electrical sounds. It is also available in UCS.
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    The original 1957 Jeep model Hotchkiss from the French army was used during the Algeria conflict during the 50’s/60’s.

    It was meticulously recorded in 96 khz 24 bits for high quality. This collection includes more than 2 hours of recordings in 432 audio files. The audio files are in stereo and UCS compatible.

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    The collection includes mixed and raw files for more flexibility.

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The Future

HRTF, Dolby Atmos, procedural audio design: these are all ‘new’ areas of game audio that are still somewhat on the edges of our radars. Often we are just struggling to get all the audio into a project in the time we have. What formats, features and functions become more common in the future is, however, up to us to decide. An audience cannot appreciate a new format if we do not explore it and make the most of its potential. All the middleware developers will continue to advance their toolsets and functionality to allow the audio teams to achieve greater results.

How we use our time is important. Dedicating even a small portion of time to test and assess new tools allows us to glimpse potential futures and be inspired to attempt new things. The nature of our creative work means that many of us will constantly work towards improving our art form for our own satisfaction and for the enjoyment of our audience.

For new technologies such as the Oculus Rift and Project Morpheus to be truly successful, they MUST have audio that supports them.

The future of game audio may be interesting, but the present is amazing!

Those devices will succeed or fail based on how the audience responds to the experience and the audio will be a critical aspect of that success or failure.

The future of game audio may be interesting, but the present is amazing! There is so much potential in what we have right now that we just need to embrace a few scary new concepts and dive in as deeply as possible to really benefit from how the technology can support us in creating truly unique and engaging audio experiences within our game projects.
 

Thanks a lot to Stephan Schütze for this game audio overview!
 

 

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ABOUT STEPHAN SCHÜTZE:
Stephan Schütze is considered the world’s leading authority on working with FMOD Studio, and is the director of the Sound Librarian project. Find out more about him on the Sound Librarian website, his Facebook page – and meet him on Twitter.
 


 



 
 
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A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • London Skyline: Urban High Street

    Capture the vibrant pulse of a bustling city with “London Skyline: Urban High Street,” a comprehensive sound effects library designed specifically for sound designers,  sound effect editors, and picture editors. This collection is your key to bringing the vibrant energy of London’s iconic streets into your projects, offering a versatile palette of authentic urban sounds captured from a unique skyline perspective.

    This library delivers a wide array of high-quality recordings that encapsulate the unique atmosphere of London’s bustling high streets. From the dynamic roar of vehicles accelerating through tight city lanes to the subtle yet immersive background hum of pedestrian chatter and distant traffic, every sound in this collection has been meticulously captured from the top of the city’s skyline, providing an unparalleled angle that enhances the realism of your soundscapes.

    “London Skyline: Urban High Street” includes:

    • Vehicle Sounds: Everyday engine hums, moderate accelerations, and typical city vehicle sounds, ideal for capturing the everyday rhythm of urban life.
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    • Emergency and Public Transport: Authentic sirens and bus horns, essential for any urban soundscape.
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    Recorded from an elevated viewpoint, this collection offers maximum flexibility for your creative process, whether you’re layering sounds to build a realistic city environment, crafting detailed sound effects for film or television, or adding depth to video game soundscapes. Each sound is delivered in high-resolution quality, allowing you to manipulate and integrate them seamlessly into your projects.

  • PUM! BOOM! PAM! ZAP! POW! PUFFF!

    Hello Creators!

    Here’s my new pack: “Anime Combat Sounds“

     

    YouTube Preview

    List of SFX included

     

    The approach for this pack was to create sounds in the anime style, I loved that genre and I wanted to see how this type of sounds are created. In this pack there are: Punches, slaps, energy, hits, spells, destruction SFX, hitmarks, explosions SFX, impacts, sword attacks, whirlwinds, whooshes, unarmed combat SFX.

    Although they are anime sounds, they can be used in different styles of video games or other media projects.

    I hope you enjoy implementing this sounds in your project!

     

    Making-Off

    Check the making-off video

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed with the Logic Pro X sampler, Omnisphere and using plugins like PitchMonster. In this case, the recorded sound have been heavily changed, because anime sounds are not usually “realistic”.

     

    Some considerations

    1. Keep in mind this sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.

    Check out this guide that maybe will help you

     

    Contact

    Any doubt, any idea, any proposal, please contact me on: The.Sound.Guild.SFX@gmail.com

     

    Check all my packs

    https://www.asoundeffect.com/sounddesigner/the-sound-guild/

     

    Tags:  anime, anime sounds, anime sfx, anime combat, anime combat sounds, fighting, fight sfx, fight sounds, punch, punches, slaps, energy, hits, spells, destruction SFX, hitmarks, explosions SFX, impacts, sword attacks, whirlwinds, whooshes, unarmed combat SFX, punch sfx, teleportation, teleport, energy spells, magic spells, confrontation, melee, brawl, conflict, clash, combat, battle sounds, skirmish, rumble, riot, chaos, explosion sounds, implosion, strike, smash, blow, jab, hit sound

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    THE DOOR SHUTS ON THIS COLLECTION
    Every sound a door can make is included in this collection, from openings and closings to slams, creaks, and rumblings. Including wooden and metal doors, gates, cupboards, refrigerators, sliding doors, electric doors, lift doors, and more.

    WHAT’S INSIDE

    INCLUDED SOUNDS – KEYWORDS:

    ANTIQUE, AUTOMATIC, BARREL LOCK, BIT KEY, BUMP KEY, CARGO ELEVATOR, CHAIN, CLOSE, CLOSET, COMMODE, CREAK, DISHWASHER, DOOR CLOSER, ELECTRIC, FOLEY, FREEZER, FRIDGE, GARAGE, GATE, HANDLE, HINGE, HOPPER WINDOW, HYDRAULICS, INDUSTRIAL DOOR, LATCH, LEAVE AJAR, LEVER, LOCKER, MECHANICS, MECHANISM, METAL, METAL GRID, MICROWAVE, MODERN, OLD, OPEN, OVEN, PASSENGER ELEVATOR, PUNCHCARD, RATTLE, ROOM DOOR, SECURITY DOOR, SHUT, SHUTTER, SLAM, SLIDE DOOR, SLIDING BOLT, SQUEAK, SWING DOOR, TURNING KNOB, VEHICLE, WINDOW, WINGED DOOR, WOOD, WOOD SLAT

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Foley Sound Effects Massive Air Play Track 3793 sounds included, 182 mins total $18.99

    MASSIVE AIR – is an extensive sound library containing 3793 unique files of various types of air, real and imagined. From gentle Blowing, violent Bursts and searing Hisses to strong Suction and everything Miscellaneous. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    ‘Massive’ Libraries
    – is our take at recreating sound effects through the use of state-of-the-art resynthesis, this approach generates semi-accurate recreations and mimics the target sound effect, however this method also produces novel and unexpected results. These are our otherwise more “Experimental” libraries.

    37 %
    OFF
  • Cello Textures II  is an eclectic collection of dark and ominous Cello sound effects, showcasing various experimental playing techniques such as harmonic trills and slides, dramatic glissandos, ricochets, swells and heavy pizzicatos. This versatile library gives you everything you need to create intense and unsettling soundtracks, and is perfect for use in genres such as horror, thriller, mystery and psychological.

    You can use the sounds in this library to create full original soundscapes, or simply drag and drop in sounds as “one-shots” or “sweeteners” to enhance your film/game music.

    All sounds in this library are at 96kHz 24 Bit  to allow for further manipulation and design, and have been tagged with extensive UCS metadata to fit smoothly into your production workflow.

  • Cello Textures I  is the first volume in our “Textures” series, where we bring you sound effects from orchestral instruments played in unconventional and interesting ways.

    This unique collection features various textural effects performed by the Cello,  including open and natural harmonics, bow overpressure, bowing with wood, circular bowings and delicate flautandos.

    The sounds in this product are dark, intense and foreboding, and are perfect for use in genres such as horror, thriller, mystery and psychological.

    You can use the sounds in this library to create full original soundscapes, or simply drag and drop in sounds as “one-shots” or “sweeteners” to enhance your film/game music.

    All sounds in this library are at 96kHz 24 Bit  to allow for further manipulation and design, and have been tagged with detailed UCS metadata to fit smoothly into your production workflow.

  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, foley, mechanical and electrical sounds. It is also available in UCS.
  • Car Sound Effects 1957 Jeep Hotchkiss M201 Sound Pack Play Track 432 sounds included, 132 mins total $90

    The original 1957 Jeep model Hotchkiss from the French army was used during the Algeria conflict during the 50’s/60’s.

    It was meticulously recorded in 96 khz 24 bits for high quality. This collection includes more than 2 hours of recordings in 432 audio files. The audio files are in stereo and UCS compatible.

    The sound pack contains engine and exhaust recordings, rev, idle, acceleration, deceleration, constant rpm loops on onload and offload, passby, brake, handbrake, horn, hood closing and opening, belt movements, fuel injection button press, gas tank opening and much more.

    The original IL4 cylinders engine produces a very unique sound. That will be a perfect fit for any old school military jeep in your project.

    The collection includes mixed and raw files for more flexibility.

    18 %
    OFF
    Ends 1726783199

   

One thought on “Overview: The Current State of Game Audio – and What Lies Ahead

  1. A great summary of the state we’re in.

    Besides other technologies, I believe Procedural Audio will strongly shape our near future. It’s already being used successfully in many games (GTA V has it’s %30 of audio content in physically modeled procedural generation), and it’s a vast area we’re yet begin to explore. I’m sure that real recordings will always have their place in our soundscapes, but this Procedural approach feels like the 3D revolution of 1990’s happening in interactive audio.

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