Responsive Engine Synthesis with ADX2 and UE4
Introduction One of the biggest differences between video games and more traditional sorts of linear media is the added level
Read moreIntroduction One of the biggest differences between video games and more traditional sorts of linear media is the added level
Read moreIntroduction Most guns in shooter games utilise a discrete single-shot firing mechanic, which is generally pretty straight-forward to design for,
Read moreIntroduction Ambience is an important part of a video game’s soundscape, applying additional context to the visuals and enhancing the
Read moreCRI Middleware has a long history of empowering game developers, big and small. Helping indie developers is part of our
Read moreIntroduction A really handy feature of ADX2 is the ability to access amplitude data from the different buses set up
Read moreIntroduction Effective sound design is not just about finding a sound to fit its respective action, it is also about
Read moreIt can be quite jarring when music suddenly stop between game states, such as when entering the settings menus or
Read moreFollowing on from this month’s featured blog: https://blog.criware.com/index.php/2018/12/17/granular-synthesis-in-adx-2/ Hardware limitations may prohibit the use of real-time granular synthesis, or may
Read moreIntroduction Although the main focus of ADX2 is as an audio implementation tool, it can also be used as a
Read moreSet the volume of multiple Cues at once In CRI Atom Craft’s List Editor, you can drag select over parameters,
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