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.


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Latest releases:

  • Delirium is a sound effects toolkit, lovingly prepared to accompany your unique and personal descent into madness. Bask in the radiance of wobbling washes of muffled screams, or perhaps some swaying, spiralling tones that make you feel dizzy and nauseous!

    Designed primarily using Madrona Labs SUMU, Delirium is perfect for creating tension-filled atmospheres, hypnotic trances, dream sequences, hallucinations and generally unusual, other-worldly situations. Wavering drones that are writhing and moving, fragmented vocal splinters of what used to be human voices before they were dragged into the void, static bursts of interference from a long forgotten transmission that should never have been found… that sort of thing.

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    The library is broken down into the following categories and sub categories as part of its comprehensive UCS metadata.

    • COMMUNICATIONS: Static, Telemetry – Scrambled, Lofi, Glitch
    • DESIGNED: Distortion, Drone, Eerie, Ethereal, Granular, Rhythmic, Rumble, Synthetic, Tonal, Vocal, Whoosh – Bubbling, Clicks, Demonic, Energy, Evolving, Fizzing, Gloopy, Gritty, Hissing, Metallic, Movement, Muffled, Neutral, Pulsing, Rattling, Riser, Robotic, Scrambled, Spinning, Static, Steady, Submerged, Sweeteners, Swells, Synth, Texture, Throbbing, Tonal, Watery
    • MAGIC: Shimmer, Spell – Fragments, Metallic, Movement, Steady, Swells, Tonal, Vocal
    • SCIFI: Energy – Evolving, Movement, Riser, Steady, Surges, Swells, Texture
    • USER INTERFACE: Data, Glitch, MotionGritty, Malfunction, Movement, Smooth, Watery, Gestures

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    Artwork by Frank at Freakshow Industries.

  • Step into a world of spells, mysticism, and creative power with Spells Variations Vol. 2, the follow-up to our acclaimed magical sound collection. This time, we’ve expanded the elemental and thematic range, offering 405 professionally crafted sound effects that are fully categorized and ready to use.
    Inside, you’ll find a wide variety of magical types:
    🔥 Fire
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    🌍 Earth
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    ☠️ Poison, Mud, Rocks
    ✨ As well as Arcane, Dark, Monstrous, and other mystical spell types.

    Each category is organized into individual folders, with multiple variations for every spell, giving you complete flexibility to choose the perfect sound for each moment, All this makes a total of 44 different spells.
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    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    – Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

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    – Win/Mac: Yes
    – Minutes of audio provided: 22:26

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    It’s everything you’d need for any linear or game media.

    The Herring spawn (or Herring run) happens every spring along eastern Vancouver Island. Adult Pacific Herring congregate in huge numbers along the coastal shorelines.
    This brings an abundance of wildlife to the coastal areas of Vancouver Island.

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    Created from the ground up we’ve designed a collection of game-ready mixes for your next project. If you are creating your own custom weapons system and would like to use our designed mixes in your project, you can use our no-tail options which are our realistic designed mixes without our tail layers. Just drag, and drop.

    UCS compatible metadata embedded

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  • All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

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 Core Alliance is a library created to bring colossal machines, futuristic metallic environments, and large-scale robots to life. Ideal for video games, film, or any project requiring high-impact mechanical sound design.

    In this collection, you’ll find 613 high-resolution (192 kHz / 24-bit) sounds carefully designed and organized into categories for easy creative use:
    🔹Auto Deployment Unit
    🔹Biotitan
    🔹Bionic Spike Rotator
    🔹Brutal Metal Assembly
    🔹Malfunctioning Unit
    🔹Mech (robots, mechas, and more)
    🔹Mechanical Shrinking Gear
    🔹Mechanical Shrinking Pillar
    🔹Sci-Fi Doors (locks, heavy, sliding…)
    🔹Turrets
    🔹 Whoosh (cyber, mech, robotic…)
    🔹Bonus 🎁

    Each category was created with those gigantic mechanisms we see in so many science fiction movies and video games in mind. To achieve this, we used real recordings of heavy machinery, metals, and industrial textures that add authenticity and power.

    All sounds have been recorded and edited at 192 kHz – 96 kHz / 32-24 bits, and are delivered in 192 kHz / 24 bits, allowing them to be stretched, distorted, slowed down, or manipulated without losing quality or detail.

    Metal Core Alliance is not just a library: it’s a versatile, creative, and brutally powerful sound design kit, designed to shape mechanical worlds with their own unique personality.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding Robots, Machines, Gears, etc…[Use them again & again]
    Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

    Features
    – 613 sounds
    – Number of Audio Waves: 613
    – Format: 192KHz / 24 bits
    – Do Sound FX loop: Yes
    – Win/Mac: Yes
    – Minutes of audio provided: 25 minutes

  • The Demonic Pigs audio library features 12 terrifying pig creature squeals, perfect for any horror film or game that is sure to strike fear into your audience.

  • Enter the realm of fantasy, where mythical creatures roam and legends come to life in a symphony of imagination. From the lumbering footsteps of trolls to the haunting moans of zombies, each sound captures the essence of otherworldly beings. Experience the mischievous cackles of goblins and the eerie calls of giant insects echoing through enchanted forests. Whether it’s the ominous presence of a kraken beneath the waves or the skeletal rattles of undead skeletons, these sounds transport listeners to a realm where magic and mystery reign supreme.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Delirium is a sound effects toolkit, lovingly prepared to accompany your unique and personal descent into madness. Bask in the radiance of wobbling washes of muffled screams, or perhaps some swaying, spiralling tones that make you feel dizzy and nauseous!

    Designed primarily using Madrona Labs SUMU, Delirium is perfect for creating tension-filled atmospheres, hypnotic trances, dream sequences, hallucinations and generally unusual, other-worldly situations. Wavering drones that are writhing and moving, fragmented vocal splinters of what used to be human voices before they were dragged into the void, static bursts of interference from a long forgotten transmission that should never have been found… that sort of thing.

    It does cover some areas that are more grounded in the real world (Comms Static, UI Glitches), but the majority of stuff in here is proudly un-tethered from reality.

    The library is broken down into the following categories and sub categories as part of its comprehensive UCS metadata.

    • COMMUNICATIONS: Static, Telemetry – Scrambled, Lofi, Glitch
    • DESIGNED: Distortion, Drone, Eerie, Ethereal, Granular, Rhythmic, Rumble, Synthetic, Tonal, Vocal, Whoosh – Bubbling, Clicks, Demonic, Energy, Evolving, Fizzing, Gloopy, Gritty, Hissing, Metallic, Movement, Muffled, Neutral, Pulsing, Rattling, Riser, Robotic, Scrambled, Spinning, Static, Steady, Submerged, Sweeteners, Swells, Synth, Texture, Throbbing, Tonal, Watery
    • MAGIC: Shimmer, Spell – Fragments, Metallic, Movement, Steady, Swells, Tonal, Vocal
    • SCIFI: Energy – Evolving, Movement, Riser, Steady, Surges, Swells, Texture
    • USER INTERFACE: Data, Glitch, MotionGritty, Malfunction, Movement, Smooth, Watery, Gestures

    The sounds of Delirium will allow you to travel to weird, wonderful and sometimes unpleasant places with your sonic creations whilst maintaining subtlety and versatility. They are layers waiting to be interwoven, a bag of choice ingredients, a palette of strange colours. Go forth and paint!!!

    Artwork by Frank at Freakshow Industries.

  • Step into a world of spells, mysticism, and creative power with Spells Variations Vol. 2, the follow-up to our acclaimed magical sound collection. This time, we’ve expanded the elemental and thematic range, offering 405 professionally crafted sound effects that are fully categorized and ready to use.
    Inside, you’ll find a wide variety of magical types:
    🔥 Fire
    💧 Water
    🌪️ Air
    🌍 Earth
    Electricity
    ❄️ Ice
    ☠️ Poison, Mud, Rocks
    ✨ As well as Arcane, Dark, Monstrous, and other mystical spell types.

    Each category is organized into individual folders, with multiple variations for every spell, giving you complete flexibility to choose the perfect sound for each moment, All this makes a total of 44 different spells.
    Just like in Volume 1, every sound in this collection was recorded, edited, and mastered at 192 kHz / 24-bit, ensuring top-tier quality and adaptability—perfect for professional sound designers or anyone looking for drag-and-drop magical effects for games, trailers, animations, or any audio-visual production.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    – Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

    Features
    – 405 spell sounds
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 22:26

    18 %
    OFF
  • Animal Sound Effects Steller Sea Lions Play Track 24+ sounds included, 17 mins total $38

    Steller Sea Lions
    The Steller Sea Lions library is a mini library of stereo recordings from an expedition up the coast of Vancouver Island. In this library you will find a variety of vocalizations from a colony of over 200 Steller Sea Lions.
    It’s everything you’d need for any linear or game media.

    The Herring spawn (or Herring run) happens every spring along eastern Vancouver Island. Adult Pacific Herring congregate in huge numbers along the coastal shorelines.
    This brings an abundance of wildlife to the coastal areas of Vancouver Island.

    Keywords: BARKING, BARK, BREATH, GURGAL, SPUTTER, EXHALE, GROAN, GUTTURAL, SNORT, BELCHES, ROAR, BLEATS
    ZAP Library - Steller Sea Lions
    16 %
    OFF
  • The Master Gun Ultimax 100 Sound Effects library is recorded using a large array of various microphone configurations, we recorded shots from several distances in an open shooting range in the Nevada Desert.

    Raw Recordings

    Our raw shots features a total of 20 channels including 10 Stereo sources. All of our close and mid spaced pair Microphone options can be used as two independent mono microphones. The right side of every spaced pair will have more Mech than its left side counterpart.
    Every single gun has been recorded using the same gain settings on the same recorders, and we have level matched each microphone option between the same calibers so your 50ft microphones will be the same or similar across all libraries that share the same calibers. This makes mixing large amounts of weapons easier as the loudness and character of each gun is predictable.

    Our foley features a total of a stereo A/B pair of Neumann KMR81i mts which are placed on both the left and right of the gun. All of the foley has been recorded at 192kHz for extreme processing workflows.

    Designed Mixes

    Created from the ground up we’ve designed a collection of game-ready mixes for your next project. If you are creating your own custom weapons system and would like to use our designed mixes in your project, you can use our no-tail options which are our realistic designed mixes without our tail layers. Just drag, and drop.

    UCS compatible metadata embedded

    All files contain extensive metadata to provide you with the fastest and easiest workflow possible. Metadata can be read and processed by audio management tools. Some digital audio workstations feature an included search tool that can also read embedded metadata.

  • All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.


   

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