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BEHIND THE MIX AN IN-DEPTH LOOK AT THE AUDIOENGINE IN HITMAN: ABSOLUTION

机译:在混合后面深入了解杀手宫的宣传赛:散游

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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.
机译:游戏事件和声音设置之间的协作先前已由编程器跟随声音设计者的许可。通过引入专有的发动机G2 Interactive允许艺术家通过使用高级图形编程环境自由起作用,这些节目从Max / MSP和PD等程序中已知。使用这种方法允许艺术家创建跨学科工作流,从而确保所有游戏元素(如游戏,FX和声音设计)之间的一致性。 G2允许声音设计师自由地进行自适应和交互式混合和声音设置,这是我们试图创建生活,呼吸世界的基础。

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