Future Of Game Audio Asbjoern Andersen


What’s ahead for game audio? That’s the question we’re looking to answer with this brand-new interview series, with some of the leaders, heroes and influencers in the game audio world. And to kick things off, we’re excited to share this interview with Matthew Smith.

Matthew Smith spent more than 11 years at Rockstar North, as audio director overseeing the sound for legendary franchises such as Grand Theft Auto, Red Dead Redemption and more. Now, he’s branched out into the non-audio side of games, while still continuing to work with audio plug-in development at Krotos, Ltd.

In this exclusive interview, Matthew shares his insights on what’s next for game audio:


Interview by Jennifer Walden



 

What’s one advancement you’ve seen in game sound in the past year that you’re excited about?

Matthew Smith (MS): Modelling the effects of an environment on a game’s audio, and how it reaches the player’s ears, has long been a passion of mine, and while there has been much work done on this over the years, it’s always remained a little niche. HRTFs, binaural, Ambisonics — they all seem to pop up every few years and then never properly take hold. The rise of VR seems to be finally changing that. I hope in a few years we’ll take far more immersive (which is not to say realistic) audio for granted.
 

What’s the biggest challenge for game audio at the moment – and how do you see that resolved in the future? Tech wise, what would you want to see for game sound?

MS: I think a bunch of the traditional audio tech concerns are borderline solved at this point. I might be expelled from the secret society of sound designers for saying this, but in-game I can’t tell the difference between a 48 kHz/256kbps mp3 file and the uncompressed 96 kHz file it was created from. Likewise, increasing simultaneous channel-count is a game of diminishing returns.

Instead, I think the fun and the challenge is increasingly in the tools — enabling the creation of huge quantities of crazy-detailed interactive SFX, and giving sound designers control of the huge resources available to them.

I’ve been lucky enough to be involved with Krotos over the last year, makers of Dehumaniser. And what drew me to work with them wasn’t the tech behind the scenes, it was how instantly intuitive and natural their tools are for sound designers. Using it, you think, “Awesome Monster!” not “Awesome DSP!”
 

Creatively, what would you like to see in the future for game sound?

MS: Audio still gets dragged along by the rest of game development all too often, having to react to changes rather than being thought about as a core part of a designer’s toolset. Music and dialogue far less so, but certainly the overall sound design. And when you play a game like Inside, where that quite clearly wasn’t the case, it’s obvious how much sound design can offer beyond just the nuts-and-bolts of matching the visuals.

For years I thought it was a 99% cultural problem, but perhaps there is a tech route through it too

But enough whining, what’s the solution? No one single thing, for sure. For years I thought it was a 99% cultural problem, but perhaps there is a tech route through it too. If audio tools were good enough that mere mortals could create passable placeholder audio trivially easily, maybe people would experiment more in the early stages of design?
 

In terms of your own work, any exciting stuff on the horizon you can talk about?

MS: The team at Krotos have some amazing products in the pipeline. One thing we’ll be showing at GDC is Dehumaniser running real-time in-game. You get so used to most voice-changing tools sounding cliché and comedic; it’s a breath of fresh air to hear something sound totally natural and yet super-flexible. In a VR environment especially, where your sense of presence is that much greater, sounding like you really are someone/something else is incredibly powerful.
 

What opportunities do you hope VR will offer game sound pros?

MS: It’s a huge opportunity, in lots of different ways. What surprised me most about VR was the level of intimacy it brings to seemingly mundane things. I was instantly absorbed just blowing up balloons in the Vive setup tutorial, in a way a non-VR experience couldn’t possibly replicate. That level of detailed interaction lends itself so well to creating realistic, interactive sound design that will make or break the reality of a VR experience.

VR opens up a whole order of magnitude of useful detail you can go into and the interactivity is even more important, because you feel able to gently poke everything in the world, not just blow it up.

In my Rockstar days, we were blessed with the resources and talents to create super-detailed and expansive soundscapes, and I felt like the raw detail of the SFX we’d create had almost hit a wall. At times there was no need to make things any more detailed, as it would be lost. The challenges started to become interactive mixing, and higher-level problems. But VR opens up a whole order of magnitude of useful detail you can go into and the interactivity is even more important, because you feel able to gently poke everything in the world, not just blow it up.
 


Popular on A Sound Effect right now - article continues below:

 

Latest releases:  
  • Ambisonics Ambisonic – Transportation Play Track 68 sounds included, 314 mins total $136 $99

    Ambisonic – Transportation is a great collection of ambisonic ambiences recordings performed at various transportation scenarios.
    It is aimed to provide you with great spherical content to wrap your dialogue or main focus content, allowing you to create a conniving and immersing soundtrack.
    You will find recordings such as a Train car interior, Jumbo jet interior, multiple cars interior under different driving conditions,
    Bus interior, public transportation stations and much more.

    This collection is great for post-production, VR/AR interactive sound-design, game developers and any real-time 3D audio engine.
    All files are tagged and categorized for your convenience – supporting multiple tag filtering browsing applications.

    A Sennheiser Ambeo microphone paired with Zoom H8 was used to create this product.

    This package includes 68 Samples – 136 Files.
    A total 2h 37m of content.
    First Order AmbiX B-Format and Stereo @ 96Khz / 24bit.

    Download a Demo here:
    Want to hear an example of the included recordings? Download the B-format Demo Here

    27 %
    OFF
    Ends 1574204399
    Add to cart
  • Foley Footstep Loops II Play Track 663 sounds included $75 $49

    Editing footsteps in audio post-production can be time-consuming. Footstep Loops II is a sound library that delivers a comprehensive kit of footstep sound effects made to ease your daily work.

    The collection contains footstep sounds of various shoes and surfaces, recorded in different paces and edited to continuous but lively 30-second sound loops.

    VARIETY

    The Footstep Loops II Sound Library covers a wide range of different footsteps:

    Barefoot, Socks, Slippers, Flip-Flops, Sneakers on Wood, Sneakers on Concrete, Boots on Wood, Boots on Concrete, Heels on Wood, Heels on Stone;
    Grass, Gravel, Forest, Foliage, Dry Foliage, Stones, Puddle, Mud, Snow;
    Stairs up + down: Wooden Stairs, Metal Stairs, Stone Stairs



    PACE

    Each type of footsteps is available as a set of 13 sound files that represent a range from walking very slowly up to very speedy. Paces are sorted by Footsteps per Minute (FPM):

    Ground Footsteps: from 40 FPM to 160 FPM
    Stairs Footsteps: from 60 FPM to 180 FPM (up) / from 80 FPM to 200 FPM (down)



    LAYERS

    Since all (ground) footstep loops have the same FPM paces, they can be layered easily. E.g. you can add a puddle sound element to sneakers walking on concrete etc.



    CLOTHING

    You can add clothing as a layer to make the movements sound more natural. The sounds of jeans & jacket fit to all ground footsteps. Furthermore, versions with well-balanced clothing sounds of all main footstep loops are already included as ready-to-use files!



    ADDITIONAL ELEMENTS

    Some experimental elements are also included in the library:
    2 layers of floor creaks and one layer that adds the sound of keys in the pocket while walking.



    TIME-COMPRESS

    Paces of the sound loops included in the Footstep Loops II sound library increase in steps of 10 FPM each. If you need a value in between, time-compress the file just a tiny bit – the quality loss is almost inaudible in modern digital audio workstations.



    ONLINE FOOTSTEPS GENERATOR

    To get an impression of what you get with the Footstep Loops II sound library, go HERE and play around with footsteps online.


    • 663 audio files
    • 331 minutes total runtime
    • all files contain meta-data / keywords for easy search


    All sounds from this library are included in:
    Diversity

    35 %
    OFF
    Ends 1574204399
    Add to cart
  • Environments Stream River & Waterfall vol.2 Play Track 88 sounds included $59 $46.20

    43 locations from various perspectives.

    STREAM / RIVER & WATERFALL features WATER MOVEMENT from JAPAN and NEW ZEALAND.
    Each STREAM and RIVER have their unique flows, and varieties of topographies gives each its characteristic sound – and WATERFALLS from small to medium adds nature feeling to it.
    In addition, the library also features places where SPRING WATER GUSHES in Japan, and huge ELECTRIC WATER PUMP from New Zealand and more.

    Recorded @ 24 Bit / 96 kHz with ortf, spaced omni, XY and carefully edited.

    22 %
    OFF
    Ends 1574204399
    Add to cart
  • Cars Renault Master IV 2.3 DCI 165 Play Track 80+ sounds included, 88 mins total $130 $117

    The Renault Master IV 2.3 DCI 165 sound library features 76 high-quality files recorded with a multi-mic setup. The engine was recorded in sync with cabin interior ambients, and you can expect different styles of driving, from casual city driving, through accelerations on a highway up to rpm ramps and constant rpm loops for game audio.

    In addition to engine recordings, this sound effects library features exterior passes, whooshes and other road-related sounds recorded in mono and stereo. Last but not least, different foley recordings covering exterior and interior sound effects.

    10 %
    OFF
    Ends 1574204399
    Add to cart
  • Destruction & Impact Rock Brick and Dirt 3 Play Track 500+ sounds included, 17 mins total $27

    Rock, Brick and Dirt 3 is the third of the series! This bundle includes all remastered sounds from RBD 1 and 2. With more than 100 new files recorded and designed. It’s a package of impact, Smash, Crumbling, Scratching, Landfall and more rock debris sounds. The library contains 333 files of various recording texture and perspective.

    A good package to add a dirty texture to your production.

    Each sound has been meticulously edited individually, All files were recorded and are delivered in 24bit 96kHz Broadcast Wave files, all embedded with metadata information for easy import and ensure fast and easy workflow.

    Add to cart

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  • City Life Night Cityscapes Play Track 67 sounds included, 186 mins total $65 $20

    Night Cityscapes delivers the urban sounds of a sleeping city. The collection includes more than 3 hours of night and early morning ambiences that are recorded in Sofia, Bulgaria. All recordings were made between 01:30 and 05:30 am. This collection will uncover city in a way you may not know.

    You will find atmospheres of quiet and empty small streets in the city center, where can be heard some air conditioners, urban hum and light traffic in the far background.

    Lonely sounds of traffic lights. One single taxi passes and disappears into the night, and then it is followed by silence. Empty streets and squares with distant voices and footsteps going somewhere. Major boulevards with light night traffic. Industrial empty streets, where electric buzz and big air conditioners can be heard.

    Very, very early morning atmospheres filled with singing birds eager to foreshadow the beginning of a new day.

    ‘Night Cityscapes’ will fill the missing part of your nocturnal urban atmospheres.

    Gear used: Sound Devices 633, Neumann KM184 in ORTF configuration

    69 %
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    Ends 1575586799
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  • Environments Ocean Ambience 1 Caves, Crevices and Waves Play Track 186 sounds included, 121 mins total $19.99

    Small Cave Ambiences / Big Wave Crashes / Coquina Rock Hits
    If you’re in need of an Ocean/Beach library, this is it. The library covers a range of material from small enclosed spaces with the sound of distant waves droning to massive waves crashing against the coquina rock.

    Although it is, in essence, an ambience library I recorded and edited material for maximum flexibility for further sound design capabilities.

    The library was recorded over a period of 4-weekend trips to Washington Oaks State Park near Flagler Beach, FL.

    Types of Recordings:

    • Small Cave & Rocky Crevice Ambience (Wet and Dry)
    • Ocean Waves Crashing on Rocks / Varying Perspectives
    • Coquina Rock Hits / Smashes
    • Isolated Individual Wave Crashes
    • Shell / Rock Splashes

    Bonus Forge / Reaktor Sample Maps Also Included

    Add to cart
  • Environments Spirit of Sound Effects: Thunder Volume 1 Play Track 102 sounds included, 55 mins total $150 $77

    Here is the thunder I recorded in 1988, to DAT with an ORTF pair of Schoeps MK-4s, which includes a strike from ~12′ away!  Hair standing up on end and everything.  You may know some of this material as what I released through “The Hollywood Edge Signature Series” back in 1993.  Well, a lot has changed.  More than half the material was then unusable back then due to rain ‘ruining’ the recordings.  Not so with Izotope RX 7 Advanced.  Rain?  What rain?  Not a drop survived.  Not.  A.  Drop.

    Painstakingly remastered to 96kHz 32-bit floating-point (no shortcuts padding it with useless zeros: That would be cheap and lazy).  Embrace it; it’s our near-future and everything I publish from here on out will be as such.

    ​   Hundreds and hundreds of mic capsule failures were repaired along with plenty of distortion – without removing any time; so if you line up the old with the now new, they won’t hold sync for long.  Back then all I could do was cut out time.  No more.  Come hear the utter clarity and crispness of this thunder as it should be.  To differentiate and make it quick and easy for people to cut, I’ve called the very close strikes “Lightning” and the not-as-close strikes “Thunder”.  Already prepped in/for Soundminer ready to go, and a spreadsheet document for those using other systems.

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  • Ambisonics Surround Sound LAB Complete Collection Play Track 4500+ sounds included, +1000 mins total $1,400 $399

    The Surround Sound LAB Complete Collection is a bundle containing the whole Surround Sound Lab Catalog. We offer it as a perpetual audio one-time subscription, getting you 4500+ files, 240+ GB of audio and free updates as the catalog grows! This one-time bundle purchase gives you access to all the Surround Sound LAB libraries, including new future releases!

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By popular demand, the deal on these 4 libraries from Pole Position is back - but please note that the discount is reduced by 20% per day, so the sooner you get the libraries, the more you save:
  • Materials & Texture Car Destruction Play Track 703 sounds included $249 $124.50

    The Car Destruction sound effects collection contains chassis scrapes, dragging, flipping, road rail scratching, multiple car chassis dropping takes include rolling down a slope, falling onto the ground, and impacting other cars.damaged engine idling and slow to fast driving with gearshifts, ramps, and steady RPMs from both onboard and exterior perspectives both on two cylinders and without oil and more.

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  • Environments Snow and Ice Textures Play Track 548+ sounds included, 295 mins total $199 $99.50

    A must-have collection for winter sounds, this library consists of many years' recordings of snow and ice, skiing, textures, ambiences, foley and so on. It contains lots of skiing, jumping, rails, freezing cold winds, ski resort ambiences, lifts, walking in snow and on ice, texture details such as snow spray, tires driving, skidding and spinning on ice and snow, drilling in ice and much more.

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  • Destruction & Impact The Gut-Wrenching Gore Library Play Track 712 sounds included $249 $124.50

    The Gut-Wrenching Gore Library gathers 712 clips in 26.96 gigabytes. Recorded from 6 synchronized perspectives in 192 kHz, it shares horror sound design elements in two themes: male and female vocalizations and fruit destruction.

    The vocalization showcase screams, choking, gurgling, gobbling, teeth and biting, and breathing, each with a variety of takes and performances. Body blows, stabs, hits, and gore were provided by tearing, breaking, and squeezing fruit, vegetables, and other food such as watermelons, leeks, porridge, yogurt, tomatoes and others.

    The package includes Pro Tools and Reaper mixing sessions, and embedded metadata in every clip.

    50 %
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  • Metal The Junkyard Metal Library Play Track 3183 sounds included $249 $124.50

    The Junkyard Metal sound library includes 3183 clips in 98.49 GB. It collects the sound of metal hits, drops, pick ups, rattles and clatters, rumbles and rummaging, rocking, rolling, and scraping.

    Featuring diverse props ranging from large metal storage containers, diesel tanks, shopping carts, and tractor buckets to to smaller propane tanks, crates, shopping carts, and bolts, nails, and ammunition, the collection provides multiple performances in each clip.

    The sounds were performed from light to heavy intensities and captured at 192 kHz, 24-bit resolution with Sanken, Sennheiser, Neumann, and Schoeps microphones.

    The bundle is delivered with Pro Tools and Reaper mixing sessions, full professional embedded metadata, and metadata keyword import files in 7 languages.

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Need specific sound effects? Try a search below:
 

We’d also go to great lengths on Grand Theft Auto and Red Dead Redemption to try and capture the acoustic effects of an environment — helping to make a subway feel oppressive, or a sweeping vista seem grand, but in non-VR games it’s all about the space and relatively little about the player.

In VR, that whole world of super-subtle spatial audio clues is available to sound designers

The subtle differences in audio that everyone’s brain subconsciously reads with a simple tilt of the head, or moving close to a wall, are impossible to capture with the blunt movement of a third-person character, or even in first-person. In VR, that whole world of super-subtle spatial audio clues is available to sound designers.

On the same theme, the scope for conflict between visual and motion senses to cause nausea are pretty well understood at this point. I wonder how much we have left to learn about the role audio has to play in creating a complete feeling of presence.
 

 

What advice would you give to game audio pros, both those already in the industry and those looking to join it?

MS: I spent a good chunk of last year working on the non-audio elements of game development, making whole games from scratch with a tiny team, and it was a real eye-opener working hands-on in so many different disciplines.

It’s difficult of course to make the time to do that while you’re buried deep in the detail of a specialism, but these days it’s so easy to download a AAA-quality game engine for free and just dive in, following some YouTube tutorials. The perspective and empathy it gives you is incredibly valuable. So I’d encourage anyone in or wanting in on the game audio community to carve out a wee chunk of their time to find out what it really means to be an animator or a physics programmer, and hopefully become a better audio professional as a result.

That idea of a T-shaped person is nothing new, but in an industry that changes so quickly, it feels more relevant than ever.
 

A big thanks to Matthew Smith for his insights on the future of game audio – and to Jennifer Walden for the interview! As mentioned, we’re just kicking off this new series, so stay tuned for more thoughts and insights on the future of game audio.
 

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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:
 
 
  • Metal The Junkyard Metal Library Play Track 3183 sounds included $249 $124.50

    The Junkyard Metal sound library includes 3183 clips in 98.49 GB. It collects the sound of metal hits, drops, pick ups, rattles and clatters, rumbles and rummaging, rocking, rolling, and scraping.

    Featuring diverse props ranging from large metal storage containers, diesel tanks, shopping carts, and tractor buckets to to smaller propane tanks, crates, shopping carts, and bolts, nails, and ammunition, the collection provides multiple performances in each clip.

    The sounds were performed from light to heavy intensities and captured at 192 kHz, 24-bit resolution with Sanken, Sennheiser, Neumann, and Schoeps microphones.

    The bundle is delivered with Pro Tools and Reaper mixing sessions, full professional embedded metadata, and metadata keyword import files in 7 languages.

    50 %
    OFF
    Add to cart
  • Destruction & Impact The Gut-Wrenching Gore Library Play Track 712 sounds included $249 $124.50

    The Gut-Wrenching Gore Library gathers 712 clips in 26.96 gigabytes. Recorded from 6 synchronized perspectives in 192 kHz, it shares horror sound design elements in two themes: male and female vocalizations and fruit destruction.

    The vocalization showcase screams, choking, gurgling, gobbling, teeth and biting, and breathing, each with a variety of takes and performances. Body blows, stabs, hits, and gore were provided by tearing, breaking, and squeezing fruit, vegetables, and other food such as watermelons, leeks, porridge, yogurt, tomatoes and others.

    The package includes Pro Tools and Reaper mixing sessions, and embedded metadata in every clip.

    50 %
    OFF
    Add to cart
  • Materials & Texture Car Destruction Play Track 703 sounds included $249 $124.50

    The Car Destruction sound effects collection contains chassis scrapes, dragging, flipping, road rail scratching, multiple car chassis dropping takes include rolling down a slope, falling onto the ground, and impacting other cars.damaged engine idling and slow to fast driving with gearshifts, ramps, and steady RPMs from both onboard and exterior perspectives both on two cylinders and without oil and more.

    50 %
    OFF
    Add to cart
 
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Ambisonics Ambisonic – Transportation Play Track 68 sounds included, 314 mins total $136 $99

    Ambisonic – Transportation is a great collection of ambisonic ambiences recordings performed at various transportation scenarios.
    It is aimed to provide you with great spherical content to wrap your dialogue or main focus content, allowing you to create a conniving and immersing soundtrack.
    You will find recordings such as a Train car interior, Jumbo jet interior, multiple cars interior under different driving conditions,
    Bus interior, public transportation stations and much more.

    This collection is great for post-production, VR/AR interactive sound-design, game developers and any real-time 3D audio engine.
    All files are tagged and categorized for your convenience – supporting multiple tag filtering browsing applications.

    A Sennheiser Ambeo microphone paired with Zoom H8 was used to create this product.

    This package includes 68 Samples – 136 Files.
    A total 2h 37m of content.
    First Order AmbiX B-Format and Stereo @ 96Khz / 24bit.

    Download a Demo here:
    Want to hear an example of the included recordings? Download the B-format Demo Here

    27 %
    OFF
    Ends 1574204399
  • Foley Footstep Loops II Play Track 663 sounds included $75 $49

    Editing footsteps in audio post-production can be time-consuming. Footstep Loops II is a sound library that delivers a comprehensive kit of footstep sound effects made to ease your daily work.

    The collection contains footstep sounds of various shoes and surfaces, recorded in different paces and edited to continuous but lively 30-second sound loops.

    VARIETY

    The Footstep Loops II Sound Library covers a wide range of different footsteps:

    Barefoot, Socks, Slippers, Flip-Flops, Sneakers on Wood, Sneakers on Concrete, Boots on Wood, Boots on Concrete, Heels on Wood, Heels on Stone;
    Grass, Gravel, Forest, Foliage, Dry Foliage, Stones, Puddle, Mud, Snow;
    Stairs up + down: Wooden Stairs, Metal Stairs, Stone Stairs



    PACE

    Each type of footsteps is available as a set of 13 sound files that represent a range from walking very slowly up to very speedy. Paces are sorted by Footsteps per Minute (FPM):

    Ground Footsteps: from 40 FPM to 160 FPM
    Stairs Footsteps: from 60 FPM to 180 FPM (up) / from 80 FPM to 200 FPM (down)



    LAYERS

    Since all (ground) footstep loops have the same FPM paces, they can be layered easily. E.g. you can add a puddle sound element to sneakers walking on concrete etc.



    CLOTHING

    You can add clothing as a layer to make the movements sound more natural. The sounds of jeans & jacket fit to all ground footsteps. Furthermore, versions with well-balanced clothing sounds of all main footstep loops are already included as ready-to-use files!



    ADDITIONAL ELEMENTS

    Some experimental elements are also included in the library:
    2 layers of floor creaks and one layer that adds the sound of keys in the pocket while walking.



    TIME-COMPRESS

    Paces of the sound loops included in the Footstep Loops II sound library increase in steps of 10 FPM each. If you need a value in between, time-compress the file just a tiny bit – the quality loss is almost inaudible in modern digital audio workstations.



    ONLINE FOOTSTEPS GENERATOR

    To get an impression of what you get with the Footstep Loops II sound library, go HERE and play around with footsteps online.


    • 663 audio files
    • 331 minutes total runtime
    • all files contain meta-data / keywords for easy search


    All sounds from this library are included in:
    Diversity

    35 %
    OFF
    Ends 1574204399
  • Environments Stream River & Waterfall vol.2 Play Track 88 sounds included $59 $46.20

    43 locations from various perspectives.

    STREAM / RIVER & WATERFALL features WATER MOVEMENT from JAPAN and NEW ZEALAND.
    Each STREAM and RIVER have their unique flows, and varieties of topographies gives each its characteristic sound – and WATERFALLS from small to medium adds nature feeling to it.
    In addition, the library also features places where SPRING WATER GUSHES in Japan, and huge ELECTRIC WATER PUMP from New Zealand and more.

    Recorded @ 24 Bit / 96 kHz with ortf, spaced omni, XY and carefully edited.

    22 %
    OFF
    Ends 1574204399
  • Cars Renault Master IV 2.3 DCI 165 Play Track 80+ sounds included, 88 mins total $130 $117

    The Renault Master IV 2.3 DCI 165 sound library features 76 high-quality files recorded with a multi-mic setup. The engine was recorded in sync with cabin interior ambients, and you can expect different styles of driving, from casual city driving, through accelerations on a highway up to rpm ramps and constant rpm loops for game audio.

    In addition to engine recordings, this sound effects library features exterior passes, whooshes and other road-related sounds recorded in mono and stereo. Last but not least, different foley recordings covering exterior and interior sound effects.

    10 %
    OFF
    Ends 1574204399
  • Destruction & Impact Rock Brick and Dirt 3 Play Track 500+ sounds included, 17 mins total $27

    Rock, Brick and Dirt 3 is the third of the series! This bundle includes all remastered sounds from RBD 1 and 2. With more than 100 new files recorded and designed. It’s a package of impact, Smash, Crumbling, Scratching, Landfall and more rock debris sounds. The library contains 333 files of various recording texture and perspective.

    A good package to add a dirty texture to your production.

    Each sound has been meticulously edited individually, All files were recorded and are delivered in 24bit 96kHz Broadcast Wave files, all embedded with metadata information for easy import and ensure fast and easy workflow.

 
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