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Marty O'Donnell Q and A
Posted By: thesoffish <thesoffish@gmail.com>Date: 1/8/05 8:51 p.m.

Marty O'Donnell and Jay Weinland are giving a talk at the 2005 Game Developer's Conference on Audio Production for Halo 2. In a GDC flyer, there was a short interview with Marty. Here it is:

Q: What needs to happen to audio tools to make sound design in games easier and more efficient? What kind of tool would you like to see?
A: We work with a set of proprietary audio tools that have made our work a lot easier. Any new tool needs to be intuitive and responsive within the game development engine itself. We need to be able to add, mix, and update sounds in real-time while hearing our work in the context of the final shipping platform.

Q: What advances in game players' listening devices will make the biggest difference to game audio over the next few years?
A: High quality surround sound in a home theater setting will continue to be the driving force behind making better audio for games. Surround sound headphones, and user chat systems are also going to make a big impact.

Q: What are the all-time classic games in terms of sound design?
A: Myst, Ico, Rez, and Beyond Good and Evil.

Q: What do current and future consoles allow in terms of technology for blending and better replaying game audio?
A: More simultaneous voices, better codecs, real-time DSP, and optical outputs. Inside the game engine itself we need highly intelligent audio mixing code that will act like a real-time audio engineer.

There's not really that much info there, but it's still interesting.

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