ABSTRACT

Achieving the sonic vision for a game is not only about a soundscape’s components but also obtaining the closest aesthetic and technical balance possible. For example, focusing on a beautiful soundtrack is great on its own but not if it’s executed poorly: songs that are cued up at the wrong times, nonlinear music systems used improperly, music that is repeated too much, or not enough. All of these things can break the immersion and entertainment value of gameplay. The integration of music, sound, and dialogue must be handled with great care and certainly not as a last-minute task (as it often becomes in so many development projects)! The topic of middleware is discussed at length, also known as audio engines. These are pre-made, powerful software tools that allow both programmers and audio artists to work together on the architecture that controls the soundscape. Many game engines also have their own integrated audio systems, the two most versatile being Epic’s Unreal Engine, and Unity. Optimization of a soundscape is also crucial to its success. A compromise must be reached between three resources: (1) file size, (2) total assets, and (3) memory. Negotiating the right balance between them depends on the needs of the game and the bandwidth allowed for each, with several examples described.