Archive for February, 2008
I had a chance to talk to Thomas Miley from CRI Middleware at the GDC. He has a lot of industry experience starting at SEGA of America where he built the audio engine that was included in over ninety-percent of the games for the SEGA Dreamcast console in both North America and Europe. CRI provides a number of audio and visual solutions for game creation across a range of platforms.
Chuck Harnshaw and Belinda Robles from Megatrax showed me their latest releases and their website which showcases a huge collection of music across 32 categories.
l to r: Brett Paterson, Chen-Po Sun and Mathew Block
Fmod v4.12 brings a lot of great new features to the table including an interactive music engine, the ability to change the output driver at runtime and PS3 support for DTS output, oscillators and spectrum analysis.
David Gurule of Killer Tracks had their latest collection for game developers on-hand. Their website offers and easy-to-use browse and audition format allowing you to check out their extensive catalog.
Here’s some of the flavor from the GDC 08 at the Moscone
Simon Ashby from Audio Kinetic showed me their new Wwise Motion feature that allows the user to program interface motion commands directly into the audio path of a game. The feature supports all the major interfaces and gives the user a “jolt” when the need arises in the game. It was quite impressive and offered a wide range of motion programming possibilities for the audio pro.
There is a lot of flavor at GDC, including people running around in costumes. These three were part of a larger group of folks touting a range of games from Zeitguys.
Hi all –
Well, GDC 2008 is finally here and the Mix editors are psyched to be checking out all of the new game audio gear, apps and everything else audio-related. Stay tuned for news from the showfloor!