How Choice of Middleware Tools Can Affect The Music Composition Process
This post is part post-mortem, part insight into the world of audio implementation from the audio guy POV and all catharsis!
Toward the end of last year, I had a fantastic opportunity to bring the audio implementation of an Original Xbox title up-to-date for modern consoles. As the audio was originally implemented using an Xbox specific authoring tool (the Xbox Audio Creation Tool, or
An example of the final solution – to adapt the standard sfx event system into becoming an interactive playlist controlled by the existing in-game parameter.
The music had a really awesome atmosphere, and I was really keen to squeeze every inch of this awesomeness out in FMOD. In the face of all the above problems, I somehow managed to preserve that atmosphere even though the music wasn’t quite as interactive as originally intended. I learnt that the method of composition is defined by the planned music system, and even the smallest, simplest changes to that system can really pull the floor from underneath your feet. Unless you still have the original project files, anyway!