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Lua and adaptive audio - Don Veca (Activision)
 

Lua and adaptive audio - Don Veca (Activision)

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    Lua and adaptive audio - Don Veca (Activision) Lua and adaptive audio - Don Veca (Activision) Presentation Transcript

    • Lua Scripting in Game Production Adaptive Audio
    • Introduction Who am I, and why am I here?
    • Don Veca, Audio Director Visceral Games Electronic Arts 1992 - 2009
    • Don Veca, Audio Director Sledgehammer Games Activision 2010 - Present
    • Disclaimer
      • Discussion: Limited to very general and basic use of Lua for game audio.
    • Disclaimer
      • Discussion: Limited to very general and basic use of Lua for game audio.
      • EA: Anything I say can and will be used against me in a court of law.
    • Disclaimer
      • Discussion: Limited to very general and basic use of Lua for game audio.
      • EA: Anything I say can and will be used against me in a court of law.
      • Activision: My bonus will be inversely proportional to unannounced information disclosed.
    • Why Use Lua for Game Audio?
    • Why Use Lua for Game Audio? Great game audio requires:
      • Great Source Material & Talent
    • Why Use Lua for Game Audio? Great game audio requires:
      • Great Source Material & Talent
      • Experimentation
    • Why Use Lua for Game Audio? Great game audio requires:
      • Great Source Material & Talent
      • Experimentation
      • Iteration
    • Why Use Lua for Game Audio? Great game audio requires:
      • Great Source Material & Talent
      • Experimentation
      • Iteration
      • Sophisticated procedural audio
    • Why Use Lua for Game Audio? Great game audio requires:
      • Great Source Material & Talent
      • Experimentation
      • Iteration
      • Sophisticated procedural audio
      • Powerful adaptive audio systems
    • Procedural Audio Common Audio Scripting Languages
      • Max/MSP
      • Pd ( Pure Data )
      • SuperCollider
      • Csound
    • Visual Programming Languages Pros:
      • Lots of sound designers love it.
    • Visual Programming Languages Pros:
      • Lots of sound designers love it.
      • Great for prototyping.
    • Visual Programming Languages Pros:
      • Lots of sound designers love it.
      • Great for prototyping.
      • Great for experimentation/iteration.
    • Visual Programming Languages Pros:
      • Lots of sound designers love it.
      • Great for prototyping.
      • Great for experimentation/iteration.
      • Sophisticated adaptive audio systems.
    • Visual Programming Languages Cons:
      • Most game programmers hate it.
    • Visual Programming Languages Cons:
      • Most game programmers hate it.
      • Game runtime can be expensive.
    • Visual Programming Languages Cons:
      • Most game programmers hate it.
      • Game runtime can be expensive.
      • Can become very unreadable.
    • Visual Programming Languages Cons:
      • Most game programmers hate it.
      • Game runtime can be expensive.
      • Can become very unreadable.
      • Difficult to debug and maintain.
    • Lua is a great compromise Because:
      • Most game programmers like it.
      • Technical sound designers love it.
      • Efficient runtime.
      • Very readable.
      • Easy to debug and maintain.
      • Great for experimentation/iteration.
      • Sophisticated adaptive audio systems.
      • Extremely flexible.
    • What audio applications is Lua good for?
    • What audio applications is Lua good for?
      • High-level Event Handling
    • What audio applications is Lua good for?
      • High-level Event Handling
      • Simple Audio Control
    • What audio applications is Lua good for?
      • High-level Event Handling
      • Simple Audio Control
      • Temporal Audio Control
    • What audio applications is Lua good for?
      • High-level Event Handling
      • Simple Audio Control
      • Temporal Audio Control
      • Run-time Audio Binding
    • What audio applications is Lua good for?
      • High-level Event Handling
      • Simple Audio Control
      • Temporal Audio Control
      • Run-time Audio Binding
      • Prototyping
    • What audio applications is Lua good for?
      • High-level Event Handling
      • Simple Audio Control
      • Temporal Audio Control
      • Run-time Audio Binding
      • Prototyping
      • Adaptive Audio Systems
    • What audio applications is Lua NOT good for?
    • What audio applications is Lua NOT good for?
      • Audio DSP
    • What audio applications is Lua NOT good for?
      • Audio DSP
      • System-level Programming
    • What audio applications is Lua NOT good for?
      • Audio DSP
      • System-level Programming
      • Frame-rate-level Processing*
    • What audio applications is Lua NOT good for?
      • Audio DSP
      • System-level Programming
      • Frame-rate-level Processing*
      • Tools
    • Lua Audio Code Examples
      • High-level Event Handling
    • Lua Audio Code Examples
      • High-level Event Handling
      • Simple Audio Control
    • Lua Audio Code Examples
      • High-level Event Handling
      • Simple Audio Control
      • Temporal Audio Control
    • Lua Audio Code Examples
      • High-level Event Handling
      • Simple Audio Control
      • Temporal Audio Control
      • Adaptive Audio Systems
    • Examples of Adaptive Audio Systems
      • Adaptive Music Systems
    • Examples of Adaptive Audio Systems
      • Adaptive Music Systems
      • Adaptive Ambient Systems
    • Examples of Adaptive Audio Systems
      • Adaptive Music Systems
      • Adaptive Ambient Systems
      • Environmental State Machines
    • Examples of Adaptive Audio Systems
      • Adaptive Music Systems
      • Adaptive Ambient Systems
      • Environmental State Machines
      • Character Run-Time Audio Binding
    • Examples of Adaptive Audio Systems
      • Adaptive Music Systems
      • Adaptive Ambient Systems
      • Environmental State Machines
      • Character Run-Time Audio Binding
      • Vehicle Systems
    • Examples of Adaptive Audio Systems
      • Adaptive Music Systems
      • Adaptive Ambient Systems
      • Environmental State Machines
      • Character Run-Time Audio Binding
      • Vehicle Systems
      • Adaptive Mixing & Ducking
    • Adaptive Car Engine Example
    • Adaptive Car Engine Example
      • FMod Version
    • Adaptive Car Engine Example
      • FMod Version
      • Max/MSP Version
    • Adaptive Car Engine Example
      • FMod Version
      • Max/MSP Version
      • Lua Version
    • Conclusion…
    • Conclusion
      • Use Lua for game audio!
    • Conclusion
      • Use Lua for game audio!
      • New role: Technical Audio Artist.
    • Conclusion
      • Use Lua for game audio!
      • New role: Technical Audio Artist.
      • Adaptive Audio Systems are the Future!
    • Questions?