ABSTRACT

This chapter provides ideas, insight, and overview of the audio production cycle from an audio designer's perspective. Ideally, audio is part of a project from day one and is a strong contributor to the game's overall vision, so it makes sense to follow the production phases of a project and tailor it for our audio requirements. For audio, there is a stable audio implementation and tools available to place, define, execute, and debug audio programmer's AudioEvents, and cover the feedback layer, and a solid idea of the immersion layer in regard to asset design. The audio quality bar provides an audio vision which is used to start implementing into the actual game environment using the chosen audio middleware. Therefore, instead of looking at the full game where there is a chance of getting distracted, one feature is reviewed and is clarifed immediately, potential issues is showed live, and previously discussed improvements were verified and bug fixing were actually successful.