Creating a Dynamic Foley System in Atom Craft
Introduction Due to the continuous and interactive nature of VR experiences, audio systems often require a bit more complexity. In
Read moreIntroduction Due to the continuous and interactive nature of VR experiences, audio systems often require a bit more complexity. In
Read moreIntroduction In our previous blog, we put together a dynamic Foley playback system in Atom Craft using several layers controlled
Read moreOnce we have successfully implemented and mixed the audio for our games, we will likely want to offer the player
Read moreIntroduction Footsteps are a staple part of game audio. Whether just simple noisy blips or complex interactive systems, these sounds
Read moreIntroduction In this month’s two-part blog, we investigate some straight-forward approaches for creating audio systems that adapt to a “time
Read moreIntroduction The ability to change the flow of time is a popular mechanic in games. Being able to slow down
Read moreIntroduction In the first two parts of this series, we laid out some simple horizontal and vertical music systems. These
Read moreWe are proud to announce that the number of CRIWARE SDK licensed has passed the 5500 mark, including 500 licenses outside of
Read moreIntroduction In the first part of this series, we looked at vertically layering our stems and controlling playback by using
Read moreIntroduction When designing sounds for our game, we might decide to use pitched musical sound effects such as pizzicato strings.
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