Audio tools aren’t that interesting so not many people paid attention.
From what my smooth brain understands, it’s basically a sound design tool that CIG uses to seperate audio files from source code. This lets them change audio anywhere on the fly, and audio designers can work independently of the rest of the dev team. Audio queues are hard-coded in, but the sounds themselves can be added and/or changed after an asset is finalized.
In the context of this new video, Claudius can use context switching. As an example, different audio files can be used based on what environment the player is in. A gun firing in space will sound differently than if it is fired in a cave. Another example they gave was different reload sounds based on how much ammo is left in a magazine.
The sound designers can basically do whatever they want to audio without having to work with coders.
The covered it in a panel at the 2021 citizencon: https://youtu.be/URuzW0a8aY4
Audio tools aren’t that interesting so not many people paid attention.
From what my smooth brain understands, it’s basically a sound design tool that CIG uses to seperate audio files from source code. This lets them change audio anywhere on the fly, and audio designers can work independently of the rest of the dev team. Audio queues are hard-coded in, but the sounds themselves can be added and/or changed after an asset is finalized.
In the context of this new video, Claudius can use context switching. As an example, different audio files can be used based on what environment the player is in. A gun firing in space will sound differently than if it is fired in a cave. Another example they gave was different reload sounds based on how much ammo is left in a magazine.
The sound designers can basically do whatever they want to audio without having to work with coders.