Pause Menu System
Implementing a pause system on the audio side requires the management of many Cues simultaneously, as well as ensuring that
Read moreImplementing a pause system on the audio side requires the management of many Cues simultaneously, as well as ensuring that
Read moreRadio and communication effects are common in games, especially in modern military settings. In this post, we will see how
Read moreManaging audio latency is crucial in game development, as an interruption or a delay in the sound is much more
Read moreDistance attenuation of 3D sound sources plays has a big part in creating convincing soundscapes. While ADX can automatically manage
Read moreCreating believable soundscapes in games often requires a large number of 3D sound sources. These sound sources can use complex
Read moreWhile many games support audio in multichannel, not everybody has access to such configuration, and mobile platforms are still
Read moreCreating audio assets for games can sometimes be cumbersome due to a lot of back-and-forth between the game audio middleware
Read moreIn this tutorial, we will see how to create an interactive debris system in AtomCraft. Once we are done,
Read moreSome types of gameplays – for instance puzzles – are perfect to explore the relationships between sound effects and music.
Read moreIn this post, we will learn how to design a footsteps system in AtomCraft, with a focus on advanced control
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