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0:00/2:09
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Funky Country 2:390:00/2:39
VIDEO GAMES & INTERACTIVE MEDIA
Studying interactive scoring for video games with Berklee College of Music, Wright specializes in the composition, design and implementation of adaptive music and sound systems for video games and other interactive media. This includes in-engine implementation with Unity & Unreal, and audio middleware implementation with Wwise, FMOD, Elias and more.
Delivery in all formats is available including standard, surround & 3D audio for VR, web, mobile devices & all major consoles.
ADAPTIVE VS. LINEAR SOUNDSCAPES
Various forms of media present their own unique audio challenges, and this is especially true in sound and music for video games.
While film and TV soundscapes are composed with a single view, passive experience in mind, video game audio requires a completely different approach. Issues such as length of the gaming experience, repeatability, multiple narrative outcomes and player interactivity must all be taken into account when designing adaptive soundscapes.
The term “adaptive soundscape” refers to the fact that the entire soundscape reacts in real-time according to the actions of the player, and certain parameters or states from the game itself. These parameters and states could include player health status, location, speed, the weather, enemy AI, or any other number of variables.
WHY USE MIDDLEWARE?
In recent years audio middleware has become a fundamental element of the game development pipeline.
It allows composers and sound designers to directly implement their audio into the game engine with minimal coding. This lightens the load for programmers when it comes to management of complex audio systems, only requiring simple in-game hooks to trigger an audio event or even an entire sequence of events.
Middleware also allows developers to implement much more complex music systems in their games, utilising hybrid methods which combine horizontal resequencing and vertical layering approaches. Other features include sophisticated randomisation techniques, customised cue transition matrixes, advanced stinger implementation and much more.
Another more recent exciting feature is the ability to mix a video game in real time by connecting certain middleware programs to the game engine directly during gameplay. This allows for quicker mixing times & greater nuance and precision in the final game mix.