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Audiokinetic Inc. unveiled WaveWorksInteractive Sound Engine, a middleware solution for sound designers and audio programmers, at the 2006 Game Developers Conference in S...
Audiokinetic Inc. unveiled WaveWorksInteractive Sound Engine, a middleware solution for sound designers and audio programmers, at the 2006 Game Developers Conference in San Jose. Available in spring 2006, Wwise is an authoring solution and sound engine that gives game developers access to the audio capabilities of next-generation gaming technology, enabling them to create audio experiences in a more cost-effective way. Designed to integrate into the gamedevelopment pipeline, Wwise centralizes all aspects of the process in a single interface. The solution gives sound designers the ability to implement audio at every phase of development. Users can manage sound creation, including prototyping, integrating, fine-tuning, profiling, and final output, in real time within the context of the game. Wwise also helps game development teams to lower risk by eliminating the dependencies between sound designers and audio programmers. It also helps users maximize efficiency in the development process by simplifying the management of localized audio assets, and allowing for simultaneous multi-platform authoring. Additionally, Wwise makes it possible to front-load all critical authoring implementation tasks at the beginning of the production cycle, freeing more time for validating designs and stabilizing the game development pipeline as a project matures.
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