Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > Topic > Audio


View larger image
 


QTY:

Audio Production for Halo 2
Price $5.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC-05-095
Statistics
Description
Audio Production for Halo 2,
4061

Audio, Lecture

Jay Weinland
Audio Lead, Bungie Studios

Marty O'Donnell
, Microsoft
This session covers the creation of all the audio assets from live recording to digital editing workstations; from casting and directing Hollywood actors to working with live orchestra and "name" bands. We also show the inner workings of the proprietary audio engine designed for use exclusively within the Halo 2 development environment. Creating and producing high quality audio is only one half of the equation and so we show how we take multi-voice audio tags all the way through the implementation stage and expose real-time physics and AI feedback to change the audio playback parameters. 5.1 mixing, DSP effects, and environmental "shapes" are just a few of the features that we discuss. We also show how the audio development engine is able to bring the game characters to life using a robust and proprietary AI engine, and bring music to another dynamic level by making it respond to realtime gameplay. Then I take a piece of music from it's initial composition, through production, and finally dynamic implementation within the game engine. I also show how we put the real-time cinematics together with music, foley, dialog, and scripting as opposed to pre-rendered movies.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.