![]() Now this should make us more comfortable working on sounds as we'll be using the final system for the game! We've put off sound design for a long time in A Township Tale, because we knew we were going to have to bring this new tech into the game. We have a lot of cool ideas about what this can mean for the game that we discussed in this ALTACAST, but basically it will allow us to control things like the sound of a bow flexing as you're pulling back, or the sputtering of your torch as you wave it about. Using an audio engine like Wwise is an industry-standard approach to improving your game's sound design. That means that if we want something to react to your actions, we have to create a lot of customized code for it. Typically, game engines don't have an extensive built-in suite of control for sound effects and manipulation. That being said, there are some known sound bugs that have slipped through the cracks that we'll address.įor anybody who doesn't know, Wwise is an Audio Engine, so to speak. This implementation of Wwise will be a relatively 'flat' update, as the goal was not to change your experience at all. If something went horribly wrong, we'd have less bodies slapping keyboards to fix it. We were making sure all our build procedures were happening correctly and when the Easter break came, it felt unWwise to release something right before most of the team has to go on break. Hey there folks! I hope you all had a good Easter break!įirstly, apologies for the delay.
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