~/talk

Introduction to game audio

Talkat SGJ 2020 · 2020-01-24..02-02· [creative-coding]
links:none on file
slides:none on file

Covers concrete game audio practices: roughly six hours of soundtrack work for Kingdom Come Deliverance with about an hour of direct implementation, practical rules for one‑shots versus sustains, and why explosions and footsteps must be randomized. Describes a lightweight adaptive engine called Wheel of Audio (open beta) with web project definitions, duration retargeting and a Unity API, using contexts and variables like NPC count or player health. Implementation patterns include instantiate temporary GameObject for one‑shots, attach persistent AudioSource to visible objects for engines, and place invisible ambient sources for room ambiances.

AI-written summary · about

  1. 0:00Game audio intro
  2. 1:06Audio roles and duties
  3. 2:32Game audio defined
  4. 4:57Sound effects design
  5. 7:28Environmental sound realism
  6. 9:15Physics vs semantics in sound
  7. 10:43Sound sources in games
  8. 13:11Foreground and background audio
  9. 15:43Horizontal and vertical sound structures
  10. 17:31Sound in Unity
  11. 19:36Adaptive music basics
  12. 21:01Music design levels
  13. 22:48Adaptive music techniques
  14. 23:30Audio engine overview
  15. 25:43Q&A
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.