What Audio Engine/Tool Do You Use?

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What Audio Engine/Tool Do You Use?

AudioKinetic's Wwise
3
43%
Firelight's FMOD
0
No votes
RAD's Miles Sound System
0
No votes
Sony Computer Entertainment SCREAM Tool
1
14%
Microsoft XACT
0
No votes
Built-in Engine Tools (Unreal, Unity, etc.)
0
No votes
Other/Proprietary
3
43%
 
Total votes: 7

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MikeQuell
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Location: Los Angeles, CA
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What Audio Engine/Tool Do You Use?

Post by MikeQuell » October 20th, 2015, 7:58 am

Hi all, curious what people are currently using for audio solutions on their project. I actually don't know what the Microsoft group is using anymore for Xbox One titles. Anyone working on a title for them and can share that info?

TomTodia
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Joined: September 22nd, 2013, 9:09 am

Re: What Audio Engine/Tool Do You Use?

Post by TomTodia » January 11th, 2016, 1:34 pm

I was wondering the same thing Mike. I don't think Xact has been used by anyone for some time, although I may be wrong. A friend of mine who works does music implementation at Turn 10 says that they use FMOD for Forza. I use Wwise (when the choice is mine to make). Is Scream still supported and in use at SCEA?

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MikeQuell
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Joined: June 6th, 2013, 4:15 pm
Location: Los Angeles, CA
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Re: What Audio Engine/Tool Do You Use?

Post by MikeQuell » January 15th, 2016, 8:38 pm

Yup! Naughty Dog use it (although highly modified by an in house engineer) and so do some other dev teams.

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MarkKnight
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Joined: October 18th, 2015, 7:00 am
Location: UK
Occupation: Game Audio Bloke

Re: What Audio Engine/Tool Do You Use?

Post by MarkKnight » September 20th, 2016, 2:04 am

Yep, Turn 10 and Playground Games both use FMOD on the Forza games.

We're using Wwise for development at Codemasters.

I do some simulation work for a couple of companies, most of whom have proprietary systems which we've been slowly upgrading to FMOD. I don't need the Wwise functionality and FMOD is a tad quicker to get things up and running, and easier to manage a load of different projects which all do the same thing allbeit slightly differently.

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