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Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution

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The collaboration between game events and sound setup has previously been handle by programmers following the wishes of the sound designer. By introducing the proprietary engine G2 IO Interactive allow the artist to freely work by using high-level graphical programming environment, known from programs like MAX/MSP and PD. Using this approach allows the artist to create interdisciplinary workflows and thereby secure consistency between all game elements such as gameplay, FX and sound design. G2 allows the sound designer to freely do adaptive and interactive mixing and sound setups, which is the foundation in our attempt to create the living, breathing world.

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Permalink: http://www.aes.org/e-lib/browse.cfm?elib=16662

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