ABSTRACT

In addition to these limited methods for triggering audio, our techniques for mixing audio at runtime are typically very primitive. The sound designer will often create a pool of audio mix snapshots for use in the game [Bridgett 09]. Each audio snapshot will typically hold information on volume settings, volume curves, and various filter settings for each sound category. Categories tend to be groups of similar sound types, such as footsteps. Unfortunately, there are also problems when using audio mix snapshots:

• An appropriate snapshot which complements the game’s current state must be chosen and applied. This can be done in a number of ways-for example, having a level designer script when to apply an audio snapshot, or by having some game code monitor for a condition to be met.