Generated by All in One SEO v5.0.0.1, this is an llms.txt file, used by LLMs to index the site. # CRI Middleware Blog Unleash creativity, boost productivity. ## Sitemaps - [XML Sitemap](https://blog.criware.com/sitemap.xml): Contains all public & indexable URLs for this website. ## Posts - [CRI at CES 2026](https://blog.criware.com/index.php/2025/12/24/cri-at-ces-2026/) - This coming January, CRI Middleware will exhibit at the world’s largest tech show, CES 2026 in Las Vegas, marking our first appearance at the event! We will present CRI D-Amp Driver × GaN, a next-generation fully-digital amplifier that combines CRI’s proprietary method for driving speakers with GaN (gallium nitride) power semiconductors. CRI’s original CRI D-Amp - [CRI LipSync Alive Released](https://blog.criware.com/index.php/2025/12/23/cri-lipsync-alive-released/) - We are pleased to announce that CRI LipSync Alive is now available worldwide. Recently showcased at Unreal Fest 2025 in Tokyo, it is an advanced version of our existing lip-sync middleware, CRI LipSync, that analyzes speech to generate mouth movements for characters. It relies on machine learning to generate natural lip-sync animations for any spoken - [Interactive Creature](https://blog.criware.com/index.php/2025/12/23/interactive-creature/) - In this post, we will design a simple audio system for a creature. The sounds it produces will depend on a game parameter that describes the creature's state. In our example, the creature will have three distinct states, as shown in the video below. You can, of course, add other states based on your specific - [Implementing a Laser Turret](https://blog.criware.com/index.php/2025/11/29/implementing-a-laser-turret/) - In this post, we will implement the sound of a turret that fires a destructive laser beam. The sound effect will start with high-impact sounds for the initial energy burst, followed by the continuous sound of the beam. Once the laser beam is stopped in the game, whooshes will be played, adding a convincing tail - [ADX Essential Terms [Part 2]](https://blog.criware.com/index.php/2025/11/27/adx-essential-terms-part-2/) - This is the second part of our lexicon that explains the key terms and fundamental concepts used by ADX. If you are new to our game audio middleware - or just need a quick refresher - check this 3-part article! In the first part, we introduced the terminology around project structure, audio file management, and - [Weather Control in ADX](https://blog.criware.com/index.php/2025/11/27/weather-control-in-adx/) - In most open-world games, dynamic weather is essential for creating immersive, realistic environments. In this post, we explore how to build a single-event ambient sound system that allows us to control weather changes in real time using an AISAC. First, we need to create and implement the different layers of our weather system. Let’s - [Visiting GameSoundCon](https://blog.criware.com/index.php/2025/10/17/visiting-gamesoundcon/) - Our team will attend GameSoundCon at the convention center in Burbank, CA, later this month. Get in touch if you want to talk about audio and video middleware for your game! Already in its 17th edition, GameSoundCon is a 2-day conference celebrating video game music, sound effects, and audio dialogue for everyone from indie to - [ADX Essential Terms [Part 1]](https://blog.criware.com/index.php/2025/10/12/adx-essential-terms-part-1/) - If you are new to ADX or just need a quick refresher, this three-part guide is for you! It covers the key terms and fundamental concepts you will encounter when authoring interactive sounds in AtomCraft. Project structure There is one AtomCraft project per game. The project includes the overall settings, all the information about the - [Smooth musical transitions between levels [Part 2]](https://blog.criware.com/index.php/2025/10/06/smooth-musical-transitions-between-levels-part-2/) - This is the last part of our tutorial in which we see how to play an intermediary music when switching between 2 main songs. In the previous post, we prepared an ADX Cue Sheet containing our main songs and transition Cues. We added markers to BeatSync tracks to enable smooth jumping between all these Cues. - [Smooth musical transitions between levels [Part 1]](https://blog.criware.com/index.php/2025/10/02/smooth-musical-transitions-between-levels/) - In this 2-part tutorial, we will see how to play an intermediary music when switching between 2 main songs. This can be used, for instance, to create a smooth transition while loading the next scene. To achieve this, we will use ADX’s BeatSync feature and a Blueprint in UE5 to control the implementation on the - [Making Music React to Gameplay [Part 1]](https://blog.criware.com/index.php/2025/09/20/making-music-react-to-gameplay-part-1/) - In this 2-part tutorial, we will explore how to automatically add sounds to background music at specific times during playback, based on the game context. To achieve this, we will set up Action Tracks and Game Variables in our ADX project and use a Blueprint in UE5 to control the implementation on the game side. - [SpriteStudio 7.5 Released!](https://blog.criware.com/index.php/2025/09/22/spritestudio-7-5-released/) - The new SpriteStudio 7.5 version was released a few weeks ago. In addition to the usual improvements and bug fixes, this new version brings some new features that will undoubtedly improve your workflow, such as templates to easily reuse animation data. It also introduces some long-requested functions, like the clipping mask. Let’s check it out! - [Making Music React to Gameplay [Part 2]](https://blog.criware.com/index.php/2025/09/21/making-music-react-to-gameplay-part-2/) - In the previous post, we prepared an ADX Cue Sheet containing a main music Cue, as well as Cues for extra musical phrases and kicks that can be added on top of it. We set up Actions and Game Variables to start these extra sounds based on the situation in the game, and in sync - [CRI at Tokyo Game Show 2025!](https://blog.criware.com/index.php/2025/09/17/cri-at-the-tokyo-game-show-2025/) - This year, once again, we will be exhibiting at the Tokyo Game Show, held at the Makuhari Messe, in Chiba. Join us during the business days (September 25th and 26th) as we will be showcasing our latest technologies aimed at helping game developers build amazing immersive experiences! More specifically, we will be demonstrating the new - [CRIWARE at ChinaJoy 2025](https://blog.criware.com/index.php/2025/08/20/criware-at-chinajoy-2025/) - ChinaJoy 2025 was held at the beginning of the month at the Shanghai New International Expo Centre. As the largest gaming and digital entertainment exhibition held in China, it welcomed over 410,000 visitors across four packed days, and 700+ exhibitors from 37 countries! As a strong supporter of indie game development, CRIWARE was exhibiting its four core technologies as a - [Multilingual movies with Sofdec](https://blog.criware.com/index.php/2024/12/19/multilingual-movies-with-sofdec/) - When localizing games in various languages, it is important for video playback to select the correct audio track and to display the right subtitles. In this post, we explain how to play movies in such multilingual environments. The CRI Mana library provides two features for multilingual use: subtitle acquisition and sub-audio playback. Creating data containing - [Video playback on meshes with Sofdec](https://blog.criware.com/index.php/2025/01/06/video-playback-on-meshes-with-sofdec/) - One interesting playback option of Sofdec - that is not included in Unity's standard features - is the ability to render movies on object meshes. Indeed, with Sofdec, the movie can be drawn on a Unity object, even if it has a curved surface! For this post, we created a Unity demo in which a - [Sofdec Seamless Playback](https://blog.criware.com/index.php/2025/01/09/sofdec-seamless-playback/) - In our latest post about Sofdec, we learned how you can render movies - even with an alpha channel - on any object meshes. Another great feature for games is the seamless concatenation of videos during playback. For instance, in interactive storytelling, you could switch to different videos based on the choices of the player. - [Timeline video sequence](https://blog.criware.com/index.php/2025/02/12/timeline-video-sequence/) - In a previous post, we learned how to play videos from a script by attaching a CriManaMovieController to a 3D object in a Unity scene. It is also possible to control video playback using the Unity Timeline thanks to the CRIWARE Timeline extension. Introduction The Timeline – which has long been included in Unity - - [Video player with seek bar](https://blog.criware.com/index.php/2025/02/25/video-player-with-seek-bar/) - In a game, having a video player with a seek bar can be very useful, for instance to review game events after completing a level. The seek bar itself can be an integral part of the gameplay. For instance, in a mystery game, it could offer a way to examine videos for clues to solve - [Using Sofdec with Fungus](https://blog.criware.com/index.php/2025/03/18/using-sofdec-with-fungus/) - In stealth or action games, an officer often explains the mission before the actual gameplay. Static scenes like this, where interactivity is not required, can be implemented simply by displaying one or more video files. Fungus is a free, open-source visual scripting tool for interactive storytelling and narrative-driven games in Unity. In this post, we - [Playing sounds between scenes](https://blog.criware.com/index.php/2025/03/25/playing-sounds-between-scenes/) - In adventure games, the heroes explore many different locations. For instance, while walking in the forest, they could emerge in a magical clearing. In horror games, it is common for a door to slowly open and make a creaking sound as the player moves into the next room. However, if the clearing or the next - [ADX & Unity Synchronization [Part 2]](https://blog.criware.com/index.php/2025/07/02/adx-unity-synchronization-part-2/) - In the first part of this tutorial, we saw a simple way to synchronize the display of the subtitles with the playback of audio dialog. In this post, we will introduce synchronization based on Cue markers, allowing us to shake the camera and door in Unity in response to audio events. Setting up the Cue - [Distance-based effects for voices [Part 1]](https://blog.criware.com/index.php/2025/07/29/distance-based-effects-for-voices/) - In this 2-part tutorial, we will learn how to implement distance-based effects on character voices, using Unreal Engine 5 and ADX for UE. There are many situations in games where character voices must be processed to sound more realistic (NPC dialog, broadcasted announcements, radio chat in multiplayer mode, etc…). In all these cases: • The - [Distance-based effects for voices [Part 2]](https://blog.criware.com/index.php/2025/07/29/distance-based-effects-for-voices-part-2/) - In the first part of this tutorial, we prepared an ADX Cue Sheet that includes both voice and noise Cues. In this second and final part, we will explore how to import it into Unreal Engine and implement distance-based effects using Blueprints. Importing a Cue Sheet To add the binary Cue Sheet to your game - [Charging Weapon Sounds [Part 1]](https://blog.criware.com/index.php/2025/08/05/charging-weapon-sounds-part-1/) - In this 2-part tutorial, we will learn how to implement charging weapon sounds (and the subsequent shots) using Unreal Engine 5 and ADX for UE. It is common to see the player charge a weapon in a shooting game, a magic spell in an RPG, or a special attack in a fighting game. The concept - [Charging Weapon Sounds [Part 2]](https://blog.criware.com/index.php/2025/08/06/charging-weapon-sounds/) - In the previous post, we prepared an ADX Cue Sheet containing Cues for a charging weapon and for several shots based on the charging state. In this post, we will import the data authored in AtomCraft into Unreal Engine and implement it in the game using Blueprints. Importing the Cue Sheet To add the binary - [Sofdec Cue Points [Part 1]](https://blog.criware.com/index.php/2025/05/27/sofdec-cue-points/) - In this 2-part tutorial, we will see how to synchronize Unity scenes with Sofdec videos. Indeed, when encoding your videos with Sofdec, it is possible to embed multiple cue points. Once in Unity, a special callback function can be added to your script that will be triggered when one of the cue points is reached - [Sofdec Cue Points [Part 2]](https://blog.criware.com/index.php/2025/06/02/sofdec-cue-points-part-2/) - In the first part of this tutorial, we exported markers from our After Effects project into a text file. Then, we used this data in the Sofdec Encoding Wizard to embed cue points in our video. In this part, we will explain how to create a Unity script that reacts when the cue points from - [ADX & Unity Synchronization [Part 1]](https://blog.criware.com/index.php/2025/06/26/adx-unity-synchronization-part-1/) - We recently learned how to synchronize a Unity scene with the content of a video played back by the Sofdec run-time, using the cue points feature. In this 2-part tutorial, we will see how we can synchronize a scene with the audio played back by ADX, to make it more realistic or more immersive. In - [CRIWARE at CEDEC 2025](https://blog.criware.com/index.php/2025/07/16/criware-at-cedec-2025/) - As every year, CRI Middleware will exhibit at CEDEC 2025, Japan's largest game developers' conference. This year's theme is “Innovating Fun”. The event will take place a bit earlier than usual, from July 22 to July 24 at the Pacifico Yokohama North, bringing together industry professionals to explore cutting-edge advancements and best practices in game - [CRIWARE at BitSummit](https://blog.criware.com/index.php/2025/07/03/criware-at-bitsummit/) - The 13th edition of BitSummit (dubbed “Summer of Yokai”) will be held from the 18th to the 20th of July 2025 at the Miyako Messe in Kyoto. BitSummit is the biggest event for indie game developers in Japan. Join us at booth BZ-13 to experience the latest versions of our tools for building indie games - [CRIWARE at OTOTEN2025](https://blog.criware.com/index.php/2025/06/20/criware-at-ototen2025/) - During the weekend of the 21st and 22nd of June, CRIWARE will exhibit at OTOTEN2025, one of Japan's largest audio events, organized annually by the Japan Audio Society. Held at the Tokyo International Forum (Glass Tower, B1F, Lobby Gallery), it will allow visitors to experience the latest audio technologies for home theater, earphones/headphones, cars, and - [CRIWARE IN THE CASINO](https://blog.criware.com/index.php/2025/05/20/criware-in-the-casino/) - CRI Middleware is bringing stunning sound and visuals to award-winning casino games by Sega Sammy Creation. We are happy to report that our audio and video middleware suite, CRIWARE, now powers the engaging visuals and dynamic sound design in Sega Sammy Creation’s latest hit casino game machines, bringing game-level polish to the casino floor. Among - [ADX Mixer v2](https://blog.criware.com/index.php/2025/05/13/adx-mixer-v2/) - The ADX mixer has been considerably improved. Multiple output destinations can now be specified, allowing for greater flexibility in format. In particular, it is now easier to output both sounds and vibrations to a controller, and to work with Object-based audio, Ambisonics, pass-through playback, and other 3D sound-related features. Activating the new Mixer To make - [New AV1 codec](https://blog.criware.com/index.php/2025/04/24/new-av1-codec/) - Support for the AV1 codec was just introduced in Sofdec. AV1 is an open-source, royalty-free video codec developed by the Alliance for Open Media (AOMedia), which aims to improve video compression and delivery on the internet. AV1 is a great choice when developing smartphone games, as it offers a higher compression rate, and Sofdec's special - [SpriteStudio 7.4 Released!](https://blog.criware.com/index.php/2025/04/24/spritestudio-7-4-released/) - We are thrilled to announce the release of SpriteStudio 7.4. In addition to the usual improvements and bug fixes, this new version brings 3 major features that will improve your workflow when creating 2D animations: the direct import of Photoshop layers as cells within the tool, bookmarks to navigate the interface more quickly, and new - [Nintendo Switch 2 Support](https://blog.criware.com/index.php/2025/04/04/nintendo-switch-2-support/) - CRI’s middleware solutions have supported Nintendo's game consoles since the launch of the Nintendo GameCube in 2001, and more than 800 titles for Nintendo's consoles have now shipped using CRIWARE. Today, we are proud to announce support for the new Switch™ 2 console that was just unveiled by Nintendo. All of the CRIWARE® middleware for - [CRI at GDC 2025](https://blog.criware.com/index.php/2025/03/06/cri-at-gdc-2025/) - This year marks the 39th edition of the Game Developers Conference (GDC), the world's largest conference for game creators. We look forward to sharing our knowledge and the latest news on our game middleware during the event that will be held at the Moscone Center in San Franciso from the 17th to the 21st of - [CRI Glassco equips 300,000 vehicles!](https://blog.criware.com/index.php/2025/02/17/cri-glassco-equips-300000-vehicles/) - We are thrilled to announce that the number of cars and motorbikes equipped with CRI Glassco, our digital meter rendering system for mobility and SDVs, has now exceeded 300,000. The low-load performance of CRI Glassco makes it possible to introduce it into a large range of vehicles, from two-wheelers to mass-market cars. By leveraging our - [Multilingual chatting in the CALIVERSE](https://blog.criware.com/index.php/2025/01/21/multilingual-chatting-in-the-caliverse/) - CALIVERSE was launched in August 2024 by the Korean group Lotte, with the aim of becoming a sustainable metaverse platform featuring ultra-high-quality graphics. It offers a realistic shopping experience by collaborating with digital assets companies and leveraging the Lotte group's sales channels but also provides entertainment in the form of live shows and games. As - [The Sofdec Encoding Wizard](https://blog.criware.com/index.php/2024/12/23/the-sofdec-encoding-wizard/) - To play back a video with Sofdec, you must first encode it as a .usm file. The Sofdec Encoding Wizard offers a very user-friendly way to do it. Located in the CRIWARE->Tools->Sofdec2 folder, this tool will lead you through the various options available through 8 simple steps. Step 1 The first step is to select - [From Japan to the world!](https://blog.criware.com/index.php/2024/12/19/from-japan-to-the-world/) - We are thrilled to announce a new global expansion initiative for CRIWARE®, centered on our video middleware technology. This new overseas strategy relies on the same technology that allowed countless game developers around the world to effortlessly integrate animations and movies into their games. CRI Sofdec® provides state-of-the-art video encoding and playback features, such as - [ADX on Playdate](https://blog.criware.com/index.php/2024/11/28/adx-on-playdate/) - A unique console… The Playdate handheld console has been gaining popularity in the indie game community recently. It offers a directional pad, A/B buttons, a black and white screen, and a crank that can be pulled out from its right side. The possibility of turning the crank has inspired indie game developers, leading to new - [SpriteStudio 7.2.4](https://blog.criware.com/index.php/2024/11/28/spritestudio-7-2-4/) - Version 7.2.4 of SpriteStudio, our feature-packed 2D animation software, has recently been released. You can download it from here. Among the new features is the ability to flip the image horizontally and vertically in the preview window, without actually altering the data. This can be done in one click via the buttons located on the - [ADX new features](https://blog.criware.com/index.php/2024/11/25/adx-new-features/) - The latest version of Atom Craft brings many new improvements, especially in the areas of spatial and immersive audio. In this post, we highlight some of the new features. Dark Theme The first thing you will notice is the new dark theme for Atom Craft's interface, which is easier on the eye and more comfortable - [Tokyo Game Show 2024](https://blog.criware.com/index.php/2024/10/25/tokyo-game-show-2024/) - The Tokyo Game Show (TGS) was held from the 26th to the 29th of September at the Makuhari Messe. This year, CRI Middleware was present in both the gaming hardware and the business solutions areas. On the hardware front, CRI SOLIDAS, which relies on compact circuitry and processing software to produce sounds, was introduced. It - [Introducing CRI Clovis](https://blog.criware.com/index.php/2024/10/27/introducing-cri-clovis/) - We are thrilled to introduce CRI Clovis, our new network video playback middleware that enables streaming playback on game consoles and smartphones. CRI Clovis was recently presented at the Tokyo Game Show and can be used both for video distribution services and live viewing in games. Streaming playback across platforms CRI Clovis offers - [SpriteStudio Player for Godot](https://blog.criware.com/index.php/2024/10/25/spritestudio-player-for-godot/) - Godot Engine has seen a surge in popularity recently, and we are thrilled to announce the availability of our SpriteStudio Player for this engine widely used by indie game developers. Implementation SpriteStudio is our versatile 2D animation tool, which offers character animation, effects, layouts, cutscenes, etc... If you are not familiar with it yet, check - [ADX Beginner’s Guide #16 – Session, Preview and Profiler](https://blog.criware.com/index.php/2024/09/09/adx-beginners-guide-16-session-preview-and-profiler/) - Having learned everything about generating binary data for our Cues in the previous post, let's see what solutions Atom Craft offers to test, tweak, and optimize our sounds for the game engine. This will be the last step in our beginner’s journey! Session Window The purpose of the Session window is to simulate audio scenarios - [ADX Beginner’s Guide #15 – Building Binary Data](https://blog.criware.com/index.php/2024/09/05/adx-beginners-guide-15-building-binary-data/) - During this beginner’s guide, you learned to implement interactive audio, from sound effects to dynamic music and dialog (in our previous blog). You also learned how to control these sounds in real-time, and how to mix them. Although you can now author all the audio for your game in AtomCraft, in order to use these - [ADX Beginner’s Guide #14 – Dialog and Localization](https://blog.criware.com/index.php/2024/08/14/adx-beginners-guide-14-dialog-and-localization/) - After tackling sound effects, we learned all about interactive music, finishing with Block Playback in the previous blog. The last type of sound in a game is dialog, and in this post, we will examine the many convenient features that come with ADX to manage and localize it. Language Settings ADX supports multi-language projects, making - [Cloth foley](https://blog.criware.com/index.php/2024/09/03/cloth-foley/) - Cloth Foley gives life to character movements in a game. In this post, we will design a dynamic Foley system in Atom Craft, in order to create sounds varying from subtle to powerful. Assets Creation In this example, we will create two types of sounds that can be layered or used individually. One will simulate - [ADX Beginner’s Guide #13 – Interactive Music with Block Playback](https://blog.criware.com/index.php/2024/08/03/adx-beginners-guide-13-interactive-music-with-block-playback/) - After learning how to implement interactive music with ADX by using AISACs and Selectors, we will this time examine another related feature: Block Playback. What is Block Playback? It is possible to arrange the sequence of a Cue into several sections called Blocks. The order and conditions in which these Blocks are played back can - [Automated Loop Marker Setup with Robot API](https://blog.criware.com/index.php/2024/08/05/automated-loop-marker-setup-with-robot-api/) - There are several ways to loop audio content in Atom Craft. At the Material level, you can either keep the looping information from the original wave file or set the Material’s properties to loop. This is useful when the Material is always expected to be played as a loop or if it is the only - [ADX Beginner’s Guide #11 – Dynamic mixing with REACT](https://blog.criware.com/index.php/2024/07/04/adx-beginners-guide-11-dynamic-mixing-with-react/) - In the last post of this beginner’s guide, we learned how Categories can help us organize and control the parameters of a group of Cues. This is precisely what they can do when combined with the REACT system, allowing us to perform dynamic mixing in ADX. Ducking volume REACT is a system that lets you - [ADX Beginner’s Guide #12 – Interactive Music with AISAC and Selectors](https://blog.criware.com/index.php/2024/07/08/adx-beginners-guide-12-interactive-music-with-aisac-and-selectors/) - In episode 11 of this beginner's guide, we explored dynamic mixing with REACT, which helps us balance the different audio components of a game. Of course, one type of audio component - on which we focused until now – are the sound effects (ambiences, character Foley etc…). But in this post and in the next, - [ADX Beginner’s Guide #10 – Categories](https://blog.criware.com/index.php/2024/06/17/adx-beginners-guide-10-categories/) - Following our introduction to spatialization in the latest post, we will examine how Categories can be used to organize and process groups of Cues. What is a Category? A category is a way to group multiple Cues together and control them all at once. Categories can be used to: Adjust the volume of all the - [Fire Torch](https://blog.criware.com/index.php/2024/07/01/fire-torch/) - In adventure games, torches are omnipresent. They can be part of the environment, used as a tool for solving puzzles or illuminating paths, or even brandished as weapons to scare wild animals off. In this post, we will create an interactive torch sound effect in Atom Craft that reacts to the character's movement. Assets Creation - [ADX Beginner’s Guide #9 – Advanced Spatialization](https://blog.criware.com/index.php/2024/06/13/adx-beginners-guide-9-advanced-spatialization/) - In this post, we will reply on what we learned about the basics of 3D sounds in the last episode, and see how we can use AISAC with 3D positioning for a more natural spatialization. We recommend reading our introduction to AISAC before starting with this post. Using AISAC for realistic attenuation In the last - [ADX and Unity Visual Scripting](https://blog.criware.com/index.php/2023/02/03/adx2-and-unity-visual-scripting/) - Unity Visual Scripting, released as an official feature in Unity 2021, allows for the implementation of game logic without writing code. Both programmers and non-programmers can use visual, node-based graphs - not unlike Unreal Blueprints - to design the final logic behind game levels or quickly create prototypes. In this post, we will see how - [ADX Beginner’s Guide #7 – AISAC](https://blog.criware.com/index.php/2024/04/02/adx2-beginners-guide-7-aisac/) - Until now, in this beginner’s guide, we have mostly focused on creating Cues and mixing them together. We will now add a new dimension and learn how to control their properties in real-time from a game, thanks to the AISAC system. What is AISAC? AISAC is the system in CRI ADX that allows you to - [Down mixing in ADX](https://blog.criware.com/index.php/2022/04/08/down-mixing-in-adx2/) - While many games support audio in multichannel, not everybody has access to such configuration, and mobile platforms are still limited to stereo. Today, we will see what you can do in Atom Craft to down mix your game in stereo. What is down-mixing? Down-mixing refers to the process of converting a multichannel mix (quad, - [CRI Assets for Unity](https://blog.criware.com/index.php/2023/03/09/cri-assets-for-unity/) - Recent versions of the CRIWARE Unity Plug-in include the new Asset Support Add-on. This add-on allows for the data generated by the CRIWARE tools to be used as regular Unity assets, which improves both workflow and asset management. Installation The add-on is provided as a Unity package, so the installation is straightforward: Locate the cri_asset_support_addon.unitypackage - [Bullet Time](https://blog.criware.com/index.php/2024/06/03/bullet-time/) - Popularized by “The Matrix”, bullet time is a classic visual effect in action movies and games. Time is temporarily slowed down so the hero can perceive and react to events with greater accuracy and agility. Of course, sounds should also slow down during bullet time, so let’s see how to implement this in Atom Craft! - [ADX Beginner's Guide #1 - New Project](https://blog.criware.com/index.php/2023/10/16/adx2-beginners-guide-1-new-project/) - This is the start of our new beginner's guide to ADX. If you're unfamiliar with game audio middleware, or how ADX can improve the sonic experience in your game, be sure to check this short introduction before you start! Learning a new software takes time and sometimes requires changing the habits we have developed with - [ADX Beginner's Guide - Introduction](https://blog.criware.com/index.php/2023/10/12/adx2-beginners-guide-introduction/) - Audio is a vital component of game development that can profoundly impact a player's experience. While game engines will provide basic audio playback functionality, there are compelling reasons to consider using a game audio middleware. These specialized solutions offer a host of features that go beyond what is available natively in game engines, making them - [River Implementation](https://blog.criware.com/index.php/2023/05/18/river-implementation/) - Large areas that emit sound, such as rivers or traffic roads, can be challenging to implement. Based on the proximity of the player, various levels of details are needed, from general ambiences to specific sound events, and the areas can have very irregular shapes, making it tricky to decide where to place emitters. However, thanks - [CRI Middleware at TGS 2023!](https://blog.criware.com/index.php/2023/09/15/cri-middleware-at-tgs-2023/) - This year again, we will be present at the Tokyo Game Show (TGS 2023), Japan's largest computer entertainment exhibition, which is already in its 33rd edition! We will be exhibiting during the business days (September 21st and 22th) - which are reserved to those involved in the game industry -, and we are looking forward - [Music Radio System](https://blog.criware.com/index.php/2023/01/16/music-radio-system/) - Games set in modern settings offer a wide selection of background music through the clever implementation of broadcasting systems such as radios. In this post, we will design such a system in AtomCraft, adding a vintage feel by simulating a dial to browse through the different channels. Sequential Cues As a radio station is just - [CRI Atom Encoder](https://blog.criware.com/index.php/2023/01/11/cri-atom-encoder/) - The CRI Atom Encoder can be used to resample, encode, and package audio data for the ADX runtime library independently from CRI’s audio authoring tool, AtomCraft. It is convenient when you need to manage a large number of assets outside of AtomCraft – for instance if you have a dedicated dialogue pipeline – but still - [CRI Middleware 20th anniversary](https://blog.criware.com/index.php/2021/08/17/criware-20th-anniversary/) - Time flies when you are having fun! As we just mark the 20th anniversary of CRI Middleware, we are excited to announce a few changes! First, we are moving into a new building! Still located in the heart of Shibuya, Tokyo, our new offices will welcome all the companies of our group. Having game development and middleware teams share - [Dynamic Ambience System](https://blog.criware.com/index.php/2021/10/19/dynamic-ambience-system/) - In this post, we are going to design a complete ambience system in Atom Craft. Simply by using a couple of AISACs, we will be able to control many sound parameters at once and create a fully dynamic scene. By the end of the post, we will have designed the suburban ambience shown below, which - [Explosion System](https://blog.criware.com/index.php/2021/11/18/explosion-system/) - In this post, we explore how REACT can be used to automatically adjust the volumes and effects of a group of sounds when triggering an explosion. Explosions For this example, the explosions are designed as a combination of two layers: a rocket sound at the start, quickly followed by an explosion blast. The Rocket and - [Synchronizing SFX and Music](https://blog.criware.com/index.php/2022/01/04/synchronizing-sfx-and-music/) - Some types of gameplays - for instance puzzles – are perfect to explore the relationships between sound effects and music. In this post, we will describe two implementation techniques in AtomCraft for music-driven sound effects. We will synchronize the sound effects to the music both time-wise and frequency-wise. Music Let’s start by preparing the music - [Debris System](https://blog.criware.com/index.php/2022/02/10/debris-system/) - In this tutorial, we will see how to create an interactive debris system in AtomCraft. Once we are done, here is how it will sound: Editing the sounds First, we need to prepare the samples in a specific way. Since our implementation will be similar to granular synthesis, we edit and export a lot - [Introduction to Game Audio Connect](https://blog.criware.com/index.php/2022/03/07/introduction-to-game-audio-connect/) - Creating audio assets for games can sometimes be cumbersome due to a lot of back-and-forth between the game audio middleware and the DAW. Thankfully, AtomCraft can integrate smoothly with Steinberg’s Nuendo 11 (or later) via the Game Audio Connect feature, drastically improving the implementation workflow. In this post, we examine how it works and how - [Random 3D Positioning](https://blog.criware.com/index.php/2022/05/09/random-3d-positioning/) - Creating believable soundscapes in games often requires a large number of 3D sound sources. These sound sources can use complex attenuation and/or angle curves to make an ambience sound as natural as possible. To add even more realism and liveliness to a scene, it is also possible to randomize the 3D positions of the sounds, - [Advanced Distance Attenuation](https://blog.criware.com/index.php/2022/06/13/advanced-distance-attenuation/) - Distance attenuation of 3D sound sources plays has a big part in creating convincing soundscapes. While ADX can automatically manage attenuation of its Cues when they are set to 3D, using AISACs allows for the customization of the way the sounds will behave in the game. Switching Sounds One of the benefits of using an - [Introducing SonicSYNC for ultra-low latency](https://blog.criware.com/index.php/2022/06/16/introducing-sonicsync-for-ultra-low-latency/) - Managing audio latency is crucial in game development, as an interruption or a delay in the sound is much more noticeable than a dropped video frame. The sense of immersion will immediately be broken if the visuals and the sounds are not accurately synchronized. Furthermore, many gameplays rely on tight synchronization. This is the case - [Radio Voice Effect](https://blog.criware.com/index.php/2022/07/07/radio-voice-effect/) - Radio and communication effects are common in games, especially in modern military settings. In this post, we will see how to recreate a radio effect in Atom Craft and how to make it more dynamic. Routing DSP Busses must be created in order to route the Cues to the processing chain. A general “Voice” bus - [Pause Menu System](https://blog.criware.com/index.php/2022/07/11/pause-menu-system/) - Implementing a pause system on the audio side requires the management of many Cues simultaneously, as well as ensuring that the audio pause effect will be consistent whatever the situation in the game is. In this post, we will see how this can be achieved by using Atom Craft’s features such as Categories, Actions, and - [Stingers for Block Playback](https://blog.criware.com/index.php/2022/08/02/stingers-for-block-playback/) - Block Playback is a versatile system to design interactive music in ADX. It is especially useful when complex playback behaviors must be implemented, with music having several states. In this post, we will focus on the creation of one-shot transition stingers when using the Block system. Triggering before the transition Even with a comprehensive interactive - [Automatic Cross-fades](https://blog.criware.com/index.php/2022/08/10/automatic-cross-fades/) - There are several ways to create a cross-fade effect in ADX, like using AISACs or Actions. In this post, we examine a different approach using a lesser-known feature, the Player Fader. Parameter Palette The parameter palette can be used to specify advanced settings such as the destination ASR Rack ID and the type of the - [Focus Point](https://blog.criware.com/index.php/2022/09/02/focus-point/) - In third-person games, the camera and player character are typically located at different positions. This can cause some challenges for audio spatialization, as we carefully consider where to place the listener. When it is on the camera, even if the character is close to a sound source, distance attenuation will be applied. On the other - [Using Reverb in AtomCraft](https://blog.criware.com/index.php/2022/09/05/using-reverb-in-atomcraft/) - Reverberation conveys spatial information to the player, making a soundscape more realistic. In this post, we examine the pros and cons of the various reverberation effects available in ADX. Bus architecture In ADX, the reverberation effects are applied globally on a DspBus, rather than on each Cue individually. The sense of space is usually the - [Upmixing with the Surrounder](https://blog.criware.com/index.php/2022/10/11/upmixing-with-the-surrounder/) - Upmixing is used when porting a game that was previously mixed in stereo, or when time and budget constraints do not allow to produce multichannel content. In this post, we will see how ADX can help with the upmixing process by using the Surrounder effect. Introduction Upmixing refers to the process of converting a stereo - [3D Transceiver (Part 1)](https://blog.criware.com/index.php/2022/10/17/3d-transceiver-part-1/) - It is always challenging to accurately simulate sound sources placed in a complex level geometry, such as buildings with many rooms and openings (doors, windows etc.). Thankfully, the 3D Transceiver feature - available in the CRIWARE plug-ins for Unity and Unreal Engine - provides an easy way to achieve this. In this post, we will - [3D Transceiver (Part 2)](https://blog.criware.com/index.php/2022/11/04/3d-transceiver-part-2/) - In the previous post, we learned how the 3D Transceiver can be used to more accurately simulate sound sources emitted through a door, a window etc. by submixing them at the location of the opening in the level geometry. In this post, we will see how to implement this feature in an Unreal Engine project. - [Video with Alpha Channel in Sofdec](https://blog.criware.com/index.php/2022/11/18/video-with-alpha-channel-in-sofdec2/) - Sofdec provides high-quality, high-compression video encoding and supports many features useful for your games, like alpha channel. In this post, we will see how to produce a video file with alpha channel using the Sofdec encoder. Video with Alpha channel It is possible to encode video materials that include an alpha channel to create movies - [Designing Sci-Fi Weapons](https://blog.criware.com/index.php/2022/11/25/designing-sci-fi-weapons/) - Sci-fi weapon sounds are fun to design as a large variety of source materials and effects can be used. In this post, we will see how to create such a weapon and implement it in Atom Craft. Preparing the Assets We will divide the weapon sound in three parts: the charging, the shot itself, - [Advanced View Features](https://blog.criware.com/index.php/2022/12/08/advanced-view-features/) - Atom Craft boasts a lot of useful features to manage your workspace, like the docking/undocking of windows, or the possibility to save user layouts. The latest version goes even further in allowing you to customize the interface and tailor it to your workflow. View Link Mode By default, when an object is selected in a - [Designing Spaceship Engines](https://blog.criware.com/index.php/2022/12/12/designing-spaceship-engines/) - Following up on last month’s post in which we designed and implemented sci-fi weapons, this time we will focus on the creation of a spaceship engine in AtomCraft. Sound Creation What makes the design of a spaceship engine especially interesting is the vast range of sound sources that can be used: vehicle engines, servo - [Merry Christmas!](https://blog.criware.com/index.php/2022/12/21/merry-christmas/) - It is this time of the year when our hearts are filled with happiness, our socks with gifts, our stomach with too much food, and our ears with… Jingle Bells! So, Merry Christmas everybody, and let’s enjoy this interactive remix using the Block system in Atom Craft. Like a gift from Santa, this special feature - [Large-Scale Voice Chat with TeleXus](https://blog.criware.com/index.php/2023/02/02/large-scale-voice-chat-with-telexus/) - We recently released a new version of CRI TeleXus which allows for voice chat between thousands of people in a vast virtual world. Our proprietary distributed routing technology enables large-scale voice chat in the metaverse space at low cost. Communication in online spaces where many users gather, such as the Metaverse, online live performances, virtual - [ADX Beginner’s Guide #8 – Spatialization Basics](https://blog.criware.com/index.php/2024/05/07/adx2-beginners-guide-8-spatialization-basics/) - In the last episode of this beginner’s guide, we learned how to use AISAC to create sounds that react to game parameters. This time, we will examine the difference between 2D and 3D sounds, and how to use basic spatialization features in ADX, and we will circle back to AISAC in the next post. Spatialization - [Designing a Catapult](https://blog.criware.com/index.php/2023/02/08/designing-a-catapult/) - Siege machines are an integral part of medieval or fantasy games. In this post, we will see how to design and implement the sound of a catapult in Atom Craft. Assets Preparation Our goal is to be able to produce many variations of the catapult sound, while choosing between different types of projectiles. To achieve - [Creature Vocalizations](https://blog.criware.com/index.php/2023/03/11/creature-vocalizations/) - Games in many genres from fantasy to sci-fi and horror feature fantastical creatures. From the ferocious roar of a dragon to the haunting wail of a ghost, creature vocalizations play a crucial role in bringing these otherworldly beings to life in your game. In this post, we will implement an interactive monster growl in Atom - [Version Control in Atom Craft](https://blog.criware.com/index.php/2023/03/13/version-control-in-atom-craft/) - Version control is a critical component of modern game development. It allows developers to keep track of changes to their codebase and assets, collaborate effectively with team members, and maintain a clear history of their project's development. Atom Craft makes it possible to use file versioning systems to keep track of its project’s files. By - [Player Breathing System](https://blog.criware.com/index.php/2023/04/03/player-breathing-system/) - A convincing breathing system can play a crucial role in enhancing the player's experience. It is a great way to provide feedback about the character that can serve both the gameplay and the narrative of a game. In this post, we examine how such a system can be designed in Atom Craft. Assets creation In - [Introduction to ADX LipSync Tools](https://blog.criware.com/index.php/2023/04/05/introduction-to-adx-lipsync-tools/) - CRI ADX LipSync is a middleware that uses a unique combination of sound analysis and machine learning algorithms to automatically generate natural mouth patterns for animation. These patterns contain information about the opening of the mouth, and the position of the lips and the tongue. In this post, we examine how they can be generated - [Using ADX LipSync in Unity](https://blog.criware.com/index.php/2023/04/07/using-adx-lipsync-in-unity/) - In our previous post we described the offline generation of mouth patterns by analyzing speech data with CriLipsMake, and how artists can use them to create facial animation in their tools. This time, we will see how such mouth patterns can also be obtained by analyzing audio played in real-time, by using the ADX LipSync - [Using the Doppler effect](https://blog.criware.com/index.php/2023/05/11/using-the-doppler-effect/) - The Doppler effect can be used to emphasize the sense of speed when a 3D sound source is in motion. In this post, we will see how to set this effect in Atom Craft and use it in a simple Unreal project. Atom Craft We will use a droid probe moving back and forth to - [Proximity Radar](https://blog.criware.com/index.php/2023/06/16/proximity-radar/) - Popularized by the Alien franchise in entertainment, the proximity radar is now a staple of action games. It is an easy way to build tension for the player as its ominous tones repeat faster and with an increasing pitch as the danger gets closer. In this post, we will see how we can easily implement - [Getting started with the Robot API](https://blog.criware.com/index.php/2023/06/22/getting-started-with-the-robot-api/) - The Robot API of Atom Craft makes it possible to automate workflows in the authoring tool by writing Python scripts. It can be used for instance for the registration of large amounts of assets in a project, for the batch-editing of properties, or to build integrations with other tools, such as DAWs. By reducing the - [Batch Renaming with Robot API](https://blog.criware.com/index.php/2023/07/12/batch-renaming-with-robot-api/) - In a previous post,we introduced the Robot API with some simple scripts to get you started. This time, we will dive a bit further into it, and write a script that will allow us to add a prefix and/or suffix to the names of the selected objects in Atom Craft. User Variables First, we will - [Localization Pipeline in Unreal](https://blog.criware.com/index.php/2023/08/24/localization-pipeline-in-unreal/) - ADX’s authoring tool comes with useful features to manage localization. Assets with prefix and/or suffix are supported, multi-lingual Cues are set automatically, and even Tracks can be language-dependent... As we will see in this post, when using ADX with Unreal, you can easily create a pipeline to switch the assets automatically to the right language. - [ADX & Sound xR](https://blog.criware.com/index.php/2023/07/20/adx2-sound-xr/) - We are thrilled to announce a new collaboration with Yamaha, with our game audio middleware ADX fully supporting their Sound xR technology by the end of the year, and allowing listeners to experience high-quality spatial sound on stereo headphones. Demand and expectations for virtual 3D sound have been constantly increasing due to the new generation - [Robot API and external tools](https://blog.criware.com/index.php/2023/08/09/robot-api-and-external-tools/) - We conclude our introduction to the CRI Robot API with a script that will not only create new assets in Atom Craft but also communicate with another creative tool, demonstrating how you can easily implement brand new audio workflows! Indeed, we will render procedural audio patches designed in GameSynth directly in Atom Craft as Materials, - [Reward Effects](https://blog.criware.com/index.php/2023/08/23/reward-effects/) - Puzzle and arcade games often come with many rewards to unlock. As the score is calculated and increases, the rewards are progressively given. Atom Craft provides a special type of Cue to easily implement sounds for this type of situation, as we will see in this post. Asset Creation In this example, we designed 5 - [Platformer Jump](https://blog.criware.com/index.php/2023/09/06/platformer-jump/) - 2D platformers are a popular genre, with titles often adopting a retro-gaming style. And while relatively plain sound effects will often go well with the aesthetics, it is also possible to make them a bit more interesting by adding some interactions. For instance, in this post, we will see how easy it is to improve - [Eerie Ambience](https://blog.criware.com/index.php/2023/09/14/eerie-ambience/) - Creating immersive and intriguing soundscapes sometimes requires more designed ambiences. In this post, we describe how positioning randomization can help create eerie ambiences with scattered sonic elements. Atom Craft facilitates this type of design by providing many interesting 3D positioning settings. Asset Creation For this ambience, we first create some drone-like background loops: Two loops - [Ghostly Creature](https://blog.criware.com/index.php/2023/10/24/ghostly-creature/) - With Halloween just a couple of days away, it is the perfect time for some spooky and eerie sound design! In this post, we see how to implement a ghostly creature sound in AtomCraft. Asset Creation For a ghostly creature, we want something that will sound breathy and ethereal. Recording your voice will get you - [ADX Beginner's Guide #2 – The Cue System](https://blog.criware.com/index.php/2023/11/10/adx2-beginners-guide-2-the-cue-system/) - In the previous part of this guide, we looked at the basics of creating a new AtomCraft project. This time, we will learn about the different types of Cues, which will be the cornerstone of the audio implementation in your game. What is a Cue? In ADX, a Cue is what will be triggered from - [Wind System](https://blog.criware.com/index.php/2023/11/15/wind-system/) - Weather sound effects such as rain or wind are an integral part of world-building. In many games, they can even have a gameplay dimension. In this post, we will see how to create a system to dynamically control the power of the wind in AtomCraft. Assets creation This implementation requires wind and leaves’ rustle sounds - [ADX Beginner’s Guide #3 - Selectors and Game Variables](https://blog.criware.com/index.php/2023/12/06/adx2-beginners-guide-3-selectors-and-game-variables/) - Armed with the knowledge of the different types of Cues in ADX, we can now implement more complex behaviours by using Selectors and Game Variables. Selectors Selectors are objects that can take several predefined values called Selector Labels. As their name implies, the Selector Labels are defined as strings. At runtime, Cues will check the - [AISAC Crossfades Script with Robot API](https://blog.criware.com/index.php/2023/12/08/aisac-crossfades-script-with-robot-api/) - Automating tedious and time-consuming tasks is one of the many benefits of using the CRI Atom Craft Robot API. For instance, there are many cases where you will need to use an AISAC to crossfade between the tracks of a Cue. This could be an engine sound where you need to blend different RPM loops, - [Elemental Weapons](https://blog.criware.com/index.php/2023/12/09/elemental-weapons/) - Elemental weapons provide a twist to combat in RPGs, by channelling the power of natural elements such as fire, ice, lightning, etc. In this post, we will see how to design sounds that match the visual effects associated with these weapons, all in Atom Craft. Assets creation First, we need to create several layers, both - [ADX Beginner’s Guide #4 – Markers and Actions](https://blog.criware.com/index.php/2024/01/09/adx2-beginners-guide-4-markers-and-actions/) - In the previous blog from this beginner’s series, we used Selectors and Game Variables to create sound variations based on the game context. This time we will see how to create even more complex sound behaviours by adding Sequence Markers and Actions to the timeline of the Cues. Sequence Markers A Sequence Marker is an - [Track Color Variations with Robot API](https://blog.criware.com/index.php/2024/01/11/track-color-variations-with-robot-api/) - On large projects, it can be difficult to navigate between Cues and tell them apart. Especially if they contain nested Sequences. For example, you may have a Switch Cue that includes several Random SubSequences that may also contain their own SubSequences. Besides having a good naming convention, using colors can be very helpful to quickly - [ADX Beginner’s Guide #5 – DSP Bus Mixer](https://blog.criware.com/index.php/2024/02/06/adx2-beginners-guide-5-dsp-bus-mixer/) - In the previous posts, we learned about the many features of the Cue, making them the center of any interactive audio implementation with ADX. In this post and the next, we will focus on how the sounds generated by these Cues are mixed and sent to the speakers, thanks to ADX’s DSP Bus system. Mixing - [ADX Beginner’s Guide #6 – DSP Effects and Snapshots](https://blog.criware.com/index.php/2024/03/04/adx2-beginners-guide-6-dsp-effects-and-snapshots/) - After covering Atom Craft’s audio mixer in our previous post, let’s see how we can insert DSP Effects on the busses to process the sounds of the Cues, and how we can switch between different mix configurations using Snapshots. DSP Effects Atom Craft comes with a suite of audio effects plug-ins ranging from standard mixing - [Robot API – Generate TTS from CSV](https://blog.criware.com/index.php/2024/05/10/robot-api-generate-tts-from-csv/) - Recording dialog during a game's production requires a significant investment in time and resources. Generating placeholder dialog using Text-To-Speech (TTS) technology helps game developers seamlessly integrate temporary voices into the game and allows progress and iteration on design and narrative elements, without having to wait for voice recordings. But with thousands of lines of dialog - [Boulder Trap](https://blog.criware.com/index.php/2024/05/01/boulder-trap/) - Dungeons and caves in games are often filled with deadly traps, such as a massive rolling boulder triggered by careless adventurers, ready to crush anyone in its path. In this post, we will see how to implement the sound of this classic trap in Atom Craft. Assets Creation We need to record several layers of - [CRIWARE Unreal Engine Plugin version 2 released!](https://blog.criware.com/index.php/2024/04/10/criware-unreal-engine-plugin-version-2-released/) - We are thrilled to announce the release of the CRIWARE Unreal Engine Plugin v2, which brings the latest features of CRI ADX, CRI Sofdec, and CRI LipSync to Epic Games’ engine. This major update, built with the community's feedback, enables smoother data integration between CRIWARE and Unreal Engine and introduces many features that will facilitate - [Water Flow](https://blog.criware.com/index.php/2024/04/04/water-flow/) - Water can be used in many ways in games, from environments to gameplay, in simple puzzles or elemental magic attacks. In this post, we will implement a dynamic water flow in Atom Craft, that can later be adapted to many of these scenarios. Asset Creation For the source materials, we need to record variations of - [Rock Debris](https://blog.criware.com/index.php/2024/03/11/rock-debris/) - Debris are often related to the physics of the game. When designing the corresponding sound effects, extra care must be given to ensure that the feel and the impact of the debris carefully match the action. In this tutorial, we show how we can design dynamic debris sounds in Atom Craft. Asset Creation For this - [Helicopter](https://blog.criware.com/index.php/2024/03/07/helicopter/) - Helicopters are staples of action games and movies, often providing a dramatic entrance to the protagonists. With so many mechanical parts involved, you would be justified in thinking that they are difficult to design sound effects for. However, not only is it relatively easy to create a convincing helicopter sound, but it is also one - [Mapping Pitch to a Musical Scale](https://blog.criware.com/index.php/2024/02/10/mapping-pitch-to-a-musical-scale/) - When playing game music, you may sometimes want to generate some of the notes in real-time, either to add variation to a looping song, or for the music to better reflect what is happening in the game. To achieve this, instruments must be sampled and implemented in Atom Craft. Many files may be required to - [Dragon Wings](https://blog.criware.com/index.php/2024/02/08/dragon-wings/) - As we just entered the Year of the Dragon, our new post is dedicated to this mythical creature. We will see how to design and implement the sound of dragon wings in Atom Craft, which will be useful for other types of flying beasts as well. Asset Creation When designing the sounds of large flapping - [Force Field](https://blog.criware.com/index.php/2024/01/12/force-field/) - Present both in fantasy and science-fiction, force fields are a protective barrier that players can deploy or encounter. It shields characters from attacks, limits access, and adds strategic elements to gameplay. In this post, we will learn how to design and implement a force field sound in Atom Craft. Assets creation Depending on whether you - [CRI LipSync in Live2D Cubism 5.0](https://blog.criware.com/index.php/2023/11/17/cri-lipsync-in-live2d-cubism-5-0/) - We are thrilled to announce that Live2D, Inc. has adopted CRI Middleware's voice analysis and lip-sync technology, CRI LipSync, for Live2D Cubism. Live2D Cubism is the industry standard for creating real-time 2D animations and dynamic character expressions. As such, it is especially popular among virtual YouTubers and game developers. CRI LipSync uses a unique combination - [Generative Ambient Music](https://blog.criware.com/index.php/2023/07/05/generative-ambient-music/) - Background music can often be heard for hours while playing a game. To fight repetitiveness and avoid player fatigue, generative music techniques can be used. In this post, we will design a basic generative system using Atom Craft. In this implementation, all the notes will be dynamically generated out of selected scales. Assets Creation First, - [Shepard-Risset Glissando](https://blog.criware.com/index.php/2023/06/12/shepard-risset-glissando/) - The Shepard-Risset Glissando, derived from the Shepard Tone, is an auditory illusion in which the pitch of a sound appears to rise (or fall) continuously. This illusion is achieved by playing overlapping tones that are one octave apart and periodically fade in and out. It is often used in movies or games to create a sense - [Crowd System](https://blog.criware.com/index.php/2023/05/08/crowd-system/) - Crowd systems are common in open-world games where many NPCs can assemble, and always present interesting challenges when it comes to their audio implementation. In this post, we describe how to design such a system directly in Atom Craft. Assets creation First, we create loops for three levels of crowd density: low, medium, and high: - [Building the Metaverse](https://blog.criware.com/index.php/2023/01/11/building-the-metaverse/) - We are thrilled to report that CRI Middleware and CALIVERSE - which leads the Metaverse efforts of the South Korean group Lotte - have signed a letter of intent for the joint research of future technologies aimed at the realization of Lotte’s Metaverse concept. A meeting between executives during CES 2023 led to the announce - [CRI TeleXus Released!](https://blog.criware.com/index.php/2022/10/26/cri-telexus-released/) - We are thrilled to announce the release of CRI TeleXus, our new communication middleware aimed at the Metaverse. It will be exhibited at the first Metaverse Expo held from October 26th to October 28th at the Makuhari Messe in Chiba. On our booth during the exhibition, visitors will be able to experience various use cases - [Advanced Footsteps](https://blog.criware.com/index.php/2021/12/07/advanced-footsteps/) - In this post, we will learn how to design a footsteps system in AtomCraft, with a focus on advanced control and the generation of variations. Note that we implemented a simpler footstep system in one of our previous blogs, so do not hesitate to refer to it if you are just starting with AtomCraft or - [Adding Shaders to your SpriteStudio Animation](https://blog.criware.com/index.php/2021/10/26/adding-shaders-to-your-spritestudio-animation/) - Shaders have been introduced in version 6.4 of SpriteStudio. They make it possible to add various effects to your 2D graphic assets and, since their parameters can be adjusted over time on the timeline, to add very expressive effects to your animation. In this post, we will see how to add a simple magic effect - [Introduction to SpriteStudio: Assets Import and Animation Setup](https://blog.criware.com/index.php/2021/05/24/introduction-to-spritestudio-assets-import-and-animation-setup/) - Last month, in the first post of this series dedicated to SpriteStudio, we gave an overview of the workflow and features available when working with the tool. This month let's dive right into the first step of animation creation: importing our graphic assets and setting them up in SpriteStudio. There are 3 steps: The preparation - [Exporting your SpriteStudio Animation](https://blog.criware.com/index.php/2021/09/15/exporting-your-spritestudio-animation/) - Over the course of this SpriteStudio introductory series, we learned how to prepare our graphic assets and set up an animation project, use keyframes and curves to create a basic 2D animation, add particle effects and mesh deformations, and finally use mask and instancing effects. Here is the result of our hard work: You can - [SpriteStudio Advanced Animation (2/2)](https://blog.criware.com/index.php/2021/08/04/spritestudio-advanced-animation-22/) - In the previous installment of this series about SpriteStudio, we learned how to use advanced features such as mesh deformation and particle effects to create more interesting animations. This month, we will continue examining SpriteStudio more advanced functions, this time using masking and instancing. We will use these functions to make a vampire appear in - [SpriteStudio Advanced Animation (1/2)](https://blog.criware.com/index.php/2021/07/24/spritestudio-advanced-animation-12/) - In the previous post of this SpriteStudio introduction series, we have learned how to make basic animations using keyframes. More complex animations can be achieved by using the new features available in SpriteStudio version 6.0 and higher. In this post, we will use the "Bone and Mesh" feature to bend the magic wand of our - [Basic Animation with SpriteStudio](https://blog.criware.com/index.php/2021/06/15/basic-animation-with-spritestudio/) - In the previous post of our series about SpriteStudio, we learned how to prepare the assets in a graphic tool, import them in SpriteStudio, and setup the animation. (If you are using Photoshop, you can also check our post about PSDtoSS6, a handy little tool that will do most of that work for you!) Now - [Photoshop to SpriteStudio](https://blog.criware.com/index.php/2021/05/25/photoshop-to-spritestudio/) - Many graphic artists are using Adobe Photoshop and Illustrator to design the elements of their animations. In part 2 of our series introducing SpriteStudio, we saw how to import graphic assets from PSD files into the tool, create cell maps and define animation cells. In this blog, we introduce a little-known utility called "PSDtoSS6". This - [Introduction to SpriteStudio](https://blog.criware.com/index.php/2021/04/27/introduction-to-spritestudio/) - OPTPiX SpriteStudio (SpriteStudio in short) is a software developed by Web Technology, which is part of the CRI Middleware group. It is a feature-packed 2D animation system, used in many mobile games, as well as in the creation of standalone animations. In this post, we introduce the main components of a SpriteStudio project, the various - [STAFF START using LiveAct PRO!](https://blog.criware.com/index.php/2021/04/28/start-staff-using-liveact-pro/) - We are thrilled to announce that CRI Middleware has partnered with Vanish Standard to offer a more personal shopping experience in online stores, by adding the possibility to stream videos from store representatives to the STAFF START service. Due to the effects of the prolonged pandemic, online shopping plays an even bigger role in our - [Creating a Vehicle Engine in Atom Craft](https://blog.criware.com/index.php/2021/03/17/creating-a-vehicle-engine-in-atom-craft/) - Vehicles are a common feature of modern games, from racing games where the player is placed directly in control of a car to games where busses and motorbikes merely form part of the backdrop. There are as many approaches to designing vehicles as there are games that feature them. In this blog, we will showcase - [Panning & Headphone Virtual Surround in ADX2](https://blog.criware.com/index.php/2021/03/24/panning-headphone-virtual-surround-in-adx2/) - Introduction In ADX2, there are two Pan Types, Pan [5.1] and 3D Positioning [3D]. Pan [5.1] can be considered a 2D pan type, like typical stereo panning, where the level sent to each speaker controls the spatial image. 3D Positioning works similarly and additionally allows for dynamic volume control based on the distance between source - [Using ADX2 in UE4’s Sequence Editor](https://blog.criware.com/index.php/2021/02/22/using-adx2-in-ue4s-sequence-editor/) - Introduction If we want to make small in-game cutscenes using content already available in the project, the Sequence Editor can be a fantastic tool. It allows us to treat our game like a movie set, where we can set up cameras, sounds, and scripted events to create cinematic moments. If our project already has Cues - [Ambience Design Part 3](https://blog.criware.com/index.php/2021/02/18/ambience-design-part-3/) - Introduction In this series, we will be looking at designing powerful and efficient systems for ambient playback. We created one-click ambiance playback in our previous two installments and set up some dynamic reverb switching. In this final part, we will add some location-based attenuation and implement everything into UE4. On the Forest snapshot Set Inside - [Balan Wonderworld](https://blog.criware.com/index.php/2021/02/08/balan-wonderworld/) - We are thrilled to announce that the engineering team at CRI Middleware has developed a special video playback technology to support the upcoming game Balan Wonderworld (you can read the full press release here). Developed by the Balan Company - a spin-off of Square Enix -, Balan Wonderworld is a wondrous action-platformer themed around a - [Ambience Design Part 2](https://blog.criware.com/index.php/2021/01/19/ambience-design-part-2/) - Introduction In this series, we will be looking at designing powerful and efficient systems for ambient playback. In our last installment, we created a monolithic Cue packed with playback logic. With only a single call event in our game engine, we achieved easy playback with a fair amount of randomization. In this blog, we will - [Voice Limiting in Atom Craft](https://blog.criware.com/index.php/2021/01/19/voice-limiting-in-atom-craft/) - Introduction Voices in ADX2 refer to the raw audio playback of single waveforms. Each Voice contributes to the game’s processing load, which can further increase when compression codecs and DSP effects are involved. To avoid putting too much strain on the hardware, we need to carefully control which Voices are allowed to playback. It may - [Efficient Dynamic Impacts with ADX2 and UE4](https://blog.criware.com/index.php/2020/12/18/efficient-dynamic-impacts-with-adx2-and-ue4/) - In a previous blog, we looked at creating dynamic impacts in Unity. The aim was to design a highly responsive surface scrape and impact system for a marble run game. Since that use-case only involved one ball, we could use a more sophisticated AISAC layering approach, affording a higher number of voices. However, this isn’t - [Ambience Design in Atom Craft – Part 1](https://blog.criware.com/index.php/2020/12/14/ambience-design-in-atom-craft-part-1-2/) - Introduction Ambience often doesn’t stand in the limelight like music or player-driven SFX. However, much like music, ambience is essential for setting the game’s tone and fleshing out the soundscape. These sounds can be the subtle din of a room tone or the melodic chirruping of birds. Regardless of the form these sounds take, we - [Creating a Projectile Whizz-By Effect in Atom Craft](https://blog.criware.com/index.php/2020/11/24/creating-a-projectile-whizz-by-effect-in-atom-craft/) - Introduction When designing for an FPS game, it is important to sonify threats to the player. If a player hears gunfire, this will alert them to potential danger but might not imply a current threat (especially if the gunfire is off in the distance). However, if they are close enough to the projectile to hear - [Creating a Gibberish Generator with ADX2 and UE4](https://blog.criware.com/index.php/2020/11/24/creating-a-gibberish-generator-with-adx2-and-ue4/) - Introduction As the video games medium has evolved, so has the complexity of the stories they try to tell. Usually, this story is told literally through expositional dialog and character interactions. Practically hiring voice actors and recording all the dialog can cost a lot of money and prove prohibitive for smaller developers. There are, fortunately, - [Introducing the Profiler](https://blog.criware.com/index.php/2020/10/27/profiler/) - The Profiler is a powerful tool for debugging playback issues and optimizing performance. It can be accessed from inside Atom Craft, acting as a virtual real-time ecosystem when paired with the Session View. It can also be used together with In-Game Preview to profile a real gameplay scenario. Timeline The Timeline shows Cue and voice - [Creating a Modular Weapon in Atom Craft](https://blog.criware.com/index.php/2020/10/15/creating-a-modular-weapon-in-atom-craft/) - In this month’s blog, we design and set up a modular weapons system. By separating a single gunshot into its core components, we can allow for a flexible, game-data driven approach during implementation. This system could be used in games that employ a procedural approach to weapon generation/design or as a tool to compare layer - [Implementing a Dynamic Foley System in UE4 for VR](https://blog.criware.com/index.php/2020/09/17/implementing-a-dynamic-foley-system-in-ue4-for-vr/) - Introduction In our previous blog, we put together a dynamic Foley playback system in Atom Craft using several layers controlled by AISACs. We did some testing using the Session view and applied a few tweaks and effects to sell the idea. In this blog, we will implement our audio into a VR project to contextualize - [Creating a Dynamic Foley System in Atom Craft](https://blog.criware.com/index.php/2020/09/18/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 a traditional 3D game, reaching out to grab something might be tied to a single linear animation. For this, we could assign a few performed Foley variations, and pick one to playback each time. In - [Controlling Game Volume in UE4 with ADX2](https://blog.criware.com/index.php/2020/08/25/controlling-game-volume-in-ue4-with-adx2/) - Once we have successfully implemented and mixed the audio for our games, we will likely want to offer the player the ability to adjust their volume. For example, in a competitive shooter, the player might want their music to be quieter, or if playing an adventure game, they might wish to have the dialog a - [Creating Interactive Footsteps in UE4 with ADX2](https://blog.criware.com/index.php/2020/08/19/creating-interactive-footsteps-in-ue4-with-adx2/) - Introduction Footsteps are a staple part of game audio. Whether just simple noisy blips or complex interactive systems, these sounds can ground a player in a game. In many of these games, character movement is the most persistent form of interaction the player has with the game world. This fact makes it an important system - [Time Dilation in UE4 using CRIWARE – UE4: Part 2](https://blog.criware.com/index.php/2020/07/25/time-dilation-in-ue4-using-criware-ue4-part-2/) - Introduction In this month’s two-part blog, we investigate some straight-forward approaches for creating audio systems that adapt to a “time dilation effect.” In the first part, we created the framework for our audio system in Atom Craft. In this second part, we will continue with implementation and fine-tuning in an FPS-style game in UE4. Created - [Time Dilation in UE4 using CRIWARE – Atom Craft: Part 1](https://blog.criware.com/index.php/2020/07/25/time-dilation-in-ue4-using-criware-atom-craft-part-1/) - Introduction The ability to change the flow of time is a popular mechanic in games. Being able to slow down time gives the player time to analyze and react to a given situation. This effect is often emphasized by making changes to the audio, usually by way of adjusting the pitch. Sometimes sounds are even - [Welcome, R-FORCE!](https://blog.criware.com/index.php/2020/06/30/welcome-r-force/) - CRI Middleware recently acquired R-FORCE, a game development studio located in Shibuya, Tokyo. The talented team at R-FORCE has mastered production pipelines, having released no less than 333 games in a record time for major publishers! The team has also a great expertise in network programming, which will perfectly complement the array of technologies already offered - [Dynamic Music with ADX2 – Part3: The Beyond](https://blog.criware.com/index.php/2020/06/19/dynamic-music-with-adx2-part3-the-beyond/) - Introduction In the first two parts of this series, we laid out some simple horizontal and vertical music systems. These two systems can fulfill most of our interactive music needs. However, ADX2 still has many more tricks available for creating new musical gameplay dynamics. In this month’s blog, we’ll look at using Atom Craft to - [5500 Licenses!](https://blog.criware.com/index.php/2020/06/18/5500-licenses/) - We are proud to announce that the number of CRIWARE SDK licensed has passed the 5500 mark, including 500 licenses outside of Japan. Since our recent global expansion initiative, CRIWARE has indeed been adopted by over 130 companies worldwide, mainly in North America, Europe and Greater China. In the Western markets, CRIWARE has been used in many prominent titles - [Dynamic Music with ADX2 – Part2: Horizontal Sequencing](https://blog.criware.com/index.php/2020/05/20/dynamic-music-with-adx2-part2-horizontal-sequencing/) - Introduction In the first part of this series, we looked at vertically layering our stems and controlling playback by using AISAC fades. This approach was useful for escalating the intensity of our music and was easy to implement. In this second part, we will look at creating a modular system by switching horizontally between full - [Keeping SFX in Key](https://blog.criware.com/index.php/2020/05/20/keeping-sfx-in-key/) - Introduction When designing sounds for our game, we might decide to use pitched musical sound effects such as pizzicato strings. This approach can add stylistic charm to our soundscape, which can help unify the score and sound design. However, depending on how we compose our music, it might be that we trigger sound effects which - [Dynamic Music with ADX2 – Part1: Vertical Layering](https://blog.criware.com/index.php/2020/04/20/dynamic-music-with-adx2-part1-vertical-layering/) - Introduction Creating music for video games often requires a distinctly different approach compared to composing for linear media. Depending on the level of agency a player has within a game, it can become increasingly difficult to know what that player will be doing at any given moment. Due to this fact, we often need to - [Akiya: a student project](https://blog.criware.com/index.php/2020/04/21/akiya-a-student-project/) - It is always enlightening to get a peek into what the next generation of game developers will build with our technology. This is why we were happy to recently provide a free CRIWARE license to a team of students from CNAM-ENJMIN in France. Located in Angoulême - a city famous for its international comics festival - [Flamethrower](https://blog.criware.com/index.php/2019/02/26/flamethrower/) - Introduction Most guns in shooter games utilise a discrete single-shot firing mechanic, which is generally pretty straight-forward to design for, but occasionally we will need to design for weapons which fire continuously. In this blog, we are going to look at a simple implementation for a flamethrower using ADX2 and UE4. 1902_flamethrower.zip This project was - [Using McDSP Plugins with ADX2 and Unity - 1](https://blog.criware.com/index.php/2020/03/22/using-mcdsp-plugins-with-adx2-and-unity-1/) - Introduction The McDSP plugins offer efficient, high-quality effects processing that can be easily integrated into your ADX2 projects. Accessing and setting up these plugins is straight-forward, and it only takes a few minutes. After setup, you can use these plugins the same way you would use standard effects, with the bonus of an intuitive user - [Using McDSP Plugins with ADX2 and Unity - 2](https://blog.criware.com/index.php/2020/03/22/using-mcdsp-plugins-with-adx2-and-unity-2/) - Introduction The McDSP plugins offer efficient, high-quality effects processing that can be easily integrated into your ADX2 projects. Our most recent blog covers setting everything up, and in this blog, we will cover tips for the different problems that this suite can solve. If you want to try these plugins out on your projects, you - [Interview with Dom Beken](https://blog.criware.com/index.php/2020/02/22/interview-with-dom-beken/) - In this special blog post, we had the opportunity to interview Dom Beken: arranger, producer, composer, musician and head of audio at Snap Finger Click. Currently touring with Nick Mason’s Saucerful of Secrets, Dom graciously offered up some of his time to chronicle his audio journey and shed some light on the tricks he employs - [Transitioning from One-Shot to Looped Sounds in Atom Craft](https://blog.criware.com/index.php/2020/02/18/transitioning-from-one-shot-to-looped-sounds-in-atom-craft/) - Introduction ADX2 offers many solutions to help solve our creative and technical problems. One problem we might want to address is that of a quickly repeating sound. Do we want to repeatedly playback a one-shot sound, or do we want to transition into a loop? Retriggering a one-shot sound does mean that changes to playback - [3D -> 2D Audio Transitions](https://blog.criware.com/index.php/2020/01/28/3d-2d-audio-transitions/) - Introduction In previous blogs, we’ve looked at setting up 3D audio systems to deal with topics such as spatialisation and occlusion. In this month’s blog, we will look at transitioning a 3D spatialised sound to 2D. This can serve many purposes, such as moving a spatialised character’s voice from being in the player’s world to - [Introducing Solv](https://blog.criware.com/index.php/2020/01/20/introducing-solv/) - The latest version of the Atom Craft Atom Craft tool comes with a new utility called Solv. Solv is a very handy application that allows you to visualize the information about multiple sound files simultaneously and to preview them. Needless to say, this is a huge time-saver when you want to quickly find the right - [Tips for using Sequence Marker Auto Generation in Atom Craft](https://blog.criware.com/index.php/2020/01/20/tips-for-using-sequence-marker-auto-generation-in-atom-craft/) - Introduction In previous blogs, we have looked at embedding markers within Materials to allow looping of our audio. In this month’s blog, we will look at other ways to make use of markers in Atom Craft. We will also look at embedding them within our wave files and retrieving them using Atom Craft’s Sequence Marker - [New Atom Craft authentication mechanism](https://blog.criware.com/index.php/2019/12/23/new-atom-craft-authentication-mechanism/) - The license authentication mechanism of the ADX2's authoring tool has been updated. The new system includes 2 distinct authentications: - one for Atom Craft and - one for some specific functions such as data encryption, WebGL support, or HAPTIX. What changed? - When using the tool for the first time, you need to activate the - [Creating Dynamic Scrape Sounds in Unity using ADX2](https://blog.criware.com/index.php/2019/12/17/creating-dynamic-scrape-sounds-in-unity-using-adx2/) - Introduction In last month’s blog, we looked at enhancing player immersion by creating a system which better reflected physically informed impact sounds. This month, we are going to extend on that by creating a system which reflects physical scraping as well. Together, these two systems should give us a holistic system for most of the - [Charging up Your Weapons in Unity using ADX2](https://blog.criware.com/index.php/2019/12/17/charging-up-your-weapons-in-unity-using-adx2/) - Introduction Modern games use all sorts of weapon types to offer up a fun and engaging gameplay. From single shot weapons that fire once per trigger, to continuously firing weapons like flamethrowers. Another popular firing mechanic is the charged shot. For this, the player must hold the trigger for an amount of time, after which, - [CRIWARE on Stadia](https://blog.criware.com/index.php/2019/11/22/criware-on-stadia/) - A few days ago, Google launched Stadia, its cloud-based service that allows users to stream games on a Chrome web browser, Google's Chromecast and the Pixel devices. The service offers 22 games at launch - with many more in development - and streams 4K videos at 60 frames per second. We are proud to announce - [Creating Dynamic Impacts Sounds in Unity using ADX2](https://blog.criware.com/index.php/2019/11/22/creating-dynamic-impacts-sounds-in-unity-using-adx2/) - Introduction Physics-based games can have loads of distinct interactions, and it can break immersive if the sounds of these interactions don’t match up with our expectations. Fortunately, ADX2 gives us the tools to make these interactions easier to design for. In this month’s blog, we will look at layering different impact intensities in Atom Craft - [Controlling Gamepad Vibration with Sound in Unity using ADX2](https://blog.criware.com/index.php/2019/11/19/controlling-gamepad-vibration-with-sound-in-unity-using-adx2/) - Introduction Being able to control gameplay with audio information is a great way to take out some of the manual work needed to create a complex game system. Fortunately, ADX2 is loaded with easy to use features for achieving bi-directional control between game engine and audio engine. This blog will look at using ADX2’s analysis - [Transition Music between Scenes in Unity using ADX2](https://blog.criware.com/index.php/2019/10/18/transition-music-between-scenes-in-unity-using-adx2/) - In Unity, scenes represent levels, and they are used to break up games into small chunks. This means that scenes can be unloaded from memory before a new one is loaded, efficiently culling assets from hogging up system resources. However, sometimes we want things to persist between levels, such as background music that transitions between - [Animating to the Beat with ADX2 and Unity](https://blog.criware.com/index.php/2019/10/16/animating-to-the-beat-with-adx2-and-unity/) - Introduction Virtual worlds work best when all the components work together harmoniously. This is the core of the creative process, as a sound designer’s job is to craft sounds which make sense within the context of the game. We can amplify this hard work by between the audio engine and gameplay engine. This month we - [ADX LipSync](https://blog.criware.com/index.php/2019/09/30/adx-lipsync/) - At CEDEC 2019 - the Japanese game developers conference - we introduced our new lipsync technology “CRI ADX® LipSync”, which is due to be released this fall. ADX LipSync uses a unique combination of sound analysis and machine learning algorithms to automatically generate mouth patterns that match your characters dialogue lines. These patterns contain information - [Using ADX2’s In-Game Preview with Unity](https://blog.criware.com/index.php/2019/09/26/using-adx2s-in-game-preview-with-unity/) - Introduction In-Game Preview is another powerful feature of ADX2 that allows you to preview and edit various audio parameters while your game is running. This is an essential tool for mixing, as it will enable you to hear your sounds playing back in context, under the effects of various gameplay related controls that you may - [Responsive Engine Synthesis with ADX2 and UE4](https://blog.criware.com/index.php/2019/03/18/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 of interactivity. In most cases, we can account for this non-linearity by randomly playing back from a pool of samples, which helps to add variety and keeps the gameplay from feeling too repetitive. However, sometimes - [Creating a Confused Status Sound Effect in Atom Craft](https://blog.criware.com/index.php/2019/05/29/creating-a-confused-status-sound-effect-in-atom-craft/) - Randomly pitched string-like sounds can be an effective way of communicating a confused status effect in games which are stylistic. With a simple loop and some pitch randomization, we can create this effect with little effort. And that’s all it takes! This blog showcases a quick and simple system which allows for a high degree - [SpriteStudio 6.3](https://blog.criware.com/index.php/2019/06/21/spritestudio-6-3/) - In May 2018, CRI Middleware announced the acquisition of Web Technologies, renowned for its image optimization software as well as for its popular 2D animation tool and middleware SpriteStudio. The new version 6.3.0 of SpriteStudio just got released this month. It offers many improvements related to the editing of animation meshes and bones. We invite - [ChinaJoy 2019](https://blog.criware.com/index.php/2019/07/17/chinajoy-2019/) - ChinaJoy 2019 is just around the corner and CRI China will hold several events for the occasion. On the 1st of August, on the eve of ChinaJoy, we will have both a game audio development workshop in the afternoon and a video game music party in the evening! Game Audio Development Workshop Time: 13:00~18:00 - [Controlling Particle Effects with Audio Input with Unity & ADX2](https://blog.criware.com/index.php/2019/09/19/controlling-particle-effects-with-audio-input-with-unity-adx2/) - Introduction Sound in games is often a reactive one-way system, where the player’s interactions with the world result in sounds being triggered. ADX2 allows the designer to push the boundaries by offering some powerful audio input functionality. This means we can turn the tables by creating sounds which control the world instead. In this month’s - [Creating Immersive 3D Audio with ADX2 and Unity: Part 3](https://blog.criware.com/index.php/2019/08/09/creating-immersive-3d-audio-with-adx2-and-unity-part-3/) - Introduction Part 1 of this series covered some of ADX2’s basic 3D audio features. Part 2 expanded on that by exploring source-based and listener-based attenuation. The final part of this series will unpack the process of updating our 3D audio parameters in real-time with code. This will allow us to create sound sources which move - [Audio Occlusion with ADX2 and Unity](https://blog.criware.com/index.php/2019/08/09/audio-occlusion-with-adx2-and-unity/) - Introduction Occlusion refers to the obstruction of a path between two points. This phenomenon can be calculated in games by drawing a line between two points and detecting whether this line gets broken by an object. This information can then be used to inform the engine to do something, like unloading 3D objects from the - [Happy 5000 GAMES!](https://blog.criware.com/index.php/2019/07/18/2456/) - Happy 5000 GAMES! We are thrilled to announce that we recently reached the 5000th games using the CRIWARE technology! CRIWARE's 5000th license goes to Beijing TianMaShiKong Network Technology, a subsidiary of OurPalm, a major Chinese game company known for mobile titles such as 3 Kingdoms Defense and Kung Fu Arena. Achievement unlocked, new target: 6000 - [Creating Immersive 3D Audio with ADX2 and Unity: Part 2](https://blog.criware.com/index.php/2019/07/17/creating-immersive-3d-audio-with-adx2-and-unity-part-2/) - Introduction In last month’s blog, we looked at setting up an immersive 3D audio scene in Unity. This month, we will expand on that by looking at how to dynamically attenuate audio based on the relative angles between sound sources and listener. This feature will allow us to narrow the focus our sounds to directional - [Creating Immersive 3D Audio with ADX2 and Unity](https://blog.criware.com/index.php/2019/06/24/creating-immersive-3d-audio-with-adx2-and-unity/) - Introduction ADX2 offers a variety of different methods for controlling the spatial playback of sounds. From simple monophonic playback to spatialized playback with distance-based high-frequency attenuation. In this month’s blog, we will dive into the world of 3D audio, looking at the different features available, and when you might use them. We will also hear - [GTMF 2019](https://blog.criware.com/index.php/2019/06/21/gtmf-2019/) - This July, the 17th Game Tools & Middleware Forum (GTMF 2019) will be held in Japan. This is a double event, with dates in Osaka (on the 5th) and in Tokyo (on the 12th). CRI Middleware is part of the steering committee of the GTMF, along with other prominent Japanese game middleware companies such as Silicon Studio, Matchlock and - [CRIWARE in TAIWAN](https://blog.criware.com/index.php/2019/05/22/criware-in-taiwan/) - We are delighted to announce that Inspion is now the exclusive distributor of CRIWARE in Taiwan! The Tokyo-based Inspion studio founded by Takeshi Kuramochi has been working on titles from Atlus, Bandai Namco, Capcom, Cygames and Square Enix just to name a few, and the new Taiwanese branch is poised to continue its legacy of - [CRIWARE at Unite Shanghai 2019](https://blog.criware.com/index.php/2019/05/22/criware-at-unite-shanghai-2019/) - This year again, CRIWARE was present at Unite Shanghai, which took place at the Shanghai International Convention Center from May 10th to 12th. Unite is a developer-centric event hosted each year by Unity Technologies in different cities across the world. Over the years, it has grown into an influential event in the game, VR, AR and MR - [Creating Punchy Explosions in Atom Craft](https://blog.criware.com/index.php/2019/04/11/creating-punchy-explosions-in-atom-craft/) - Introduction Explosions are a staple of action games, but it can quite challenging getting the right level of impact. Loudspeakers can’t come close to matching the amplitude of an explosion, and even if they could, it would cause an actual explosion! However, by layering sounds and effects, we can emulate the impression of an explosion. - [New Timeline Tools](https://blog.criware.com/index.php/2019/04/11/new-timeline-tools/) - Introduction A new version of ADX2 dropped earlier this month, and with it came some handy new features. You can now non-destructively trim and fade waveforms on the timeline, allowing for much more flexibility from within the tool. This addition means you no longer need to open up a separate editor when you want to - [CRIWARE to support Google Stadia](https://blog.criware.com/index.php/2019/03/20/criware-to-support-google-stadia/) - CRI Middleware (3698:TYO), the leading provider of cross-platform audio and video solutions for interactive media, today announced that CRIWARE will start offering middleware that supports Google Stadia: the new generation game platform. Stadia allows you to use a big screen TV with Chromecast, a laptop, desktop, tablet or mobile phone to play video games. CRIWARE - [Embedding Loops with Reaper for use in ADX2](https://blog.criware.com/index.php/2019/03/19/embedding-loops-with-reaper-for-use-in-adx2/) - There are many ways to loop audio in ADX2, where some methods allow for more control and flexibility than others. This month’s featured blog showcases the use of a material with loop markers rendered directly into the wave file. This is a handy method for quickly setting up loops which are automatically recognised by Atom - [Simulating Space](https://blog.criware.com/index.php/2019/02/15/simulating-space/) - Introduction Ambience is an important part of a video game’s soundscape, applying additional context to the visuals and enhancing the player’s overall sense of immersion. Beyond this, it can also imply a set of rules and gameplay mechanics. In this month’s blog, we will look at setting up a state-machine in Atom Craft 3, which - [Global Game Jam 2019](https://blog.criware.com/index.php/2019/01/28/global-game-jam-2019/) - CRI Middleware has a long history of empowering game developers, big and small. Helping indie developers is part of our DNA, as demonstrated by our software offers like ADX2 LE and the CRIWARE ADX2 plug-in for Unity. The CRI Middleware office in Shibuya is also regularly a Global Game Jam site. This year was no exception - [Real-time Visualiser in UE4 with ADX2](https://blog.criware.com/index.php/2019/01/22/real-time-visualiser-in-ue4-with-adx2/) - Introduction A really handy feature of ADX2 is the ability to access amplitude data from the different buses set up in Atom Craft. This data can be used to control gameplay, as in our Controlling Lighting in Unity with Data from ADX2 blog, or simply displayed to the player as some form of visualisation. A - [Sonifying Ammo Count in UE4 with ADX2](https://blog.criware.com/index.php/2019/01/21/sonifying-ammo-count-in-ue4-with-adx2/) - Introduction Effective sound design is not just about finding a sound to fit its respective action, it is also about imparting subtle cues to the player. In designing sound for UI, it can be a massive boon to highlight, or even altogether replace these elements with informative audio cues. For example, one such UI element - [Tips for Efficient Bouncing in Atom Craft](https://blog.criware.com/index.php/2018/12/25/tips-for-efficient-bouncing-in-atom-craft/) - Following 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 simply require extra voices that we would rather not spend. Fortunately, Atom Craft’s Bounce feature allows us to still harness the creative utility of granular playback, with the added benefit of allowing us to choose - [Creating a Turntable Stop/Start Effect in Atom Craft 3](https://blog.criware.com/index.php/2018/12/25/creating-a-turntable-stopstart-effect-in-atom-craft-3/) - It can be quite jarring when music suddenly stop between game states, such as when entering the settings menus or a player’s inventory. Using the features of Atom Craft 3, we can quickly create some logic which will simulate the sound of a vinyl record quickly dropping in pitch and volume as it slows down - [Granular Synthesis in ADX 2](https://blog.criware.com/index.php/2018/12/17/granular-synthesis-in-adx-2/) - Introduction Although the main focus of ADX2 is as an audio implementation tool, it can also be used as a creative sound design tool. This month we will be looking at how to use the randomisation and enveloping features of Atom Craft to create interesting new sounds using granular synthesis. If you are not familiar - [Making Bulk Parameter Changes in Atom Craft](https://blog.criware.com/index.php/2018/11/26/making-bulk-parameter-changes-in-atom-craft/) - Set the volume of multiple Cues at once In CRI Atom Craft’s List Editor, you can drag select over parameters, use shift + click to select a range of parameters, or use Ctrl to individually target specific parameters. You can then double-click the parameter on any item, and set a new value to change the - [Controlling Lighting in Unity with Data from ADX2](https://blog.criware.com/index.php/2018/11/16/controlling-lighting-in-unity-with-data-from-adx2/) - Introduction In last month’s blog, we created a simple interactive rainy soundscape in Atom Craft 3: https://blog.criware.com/index.php/2018/10/23/creating-a-dynamic-rainy-soundscape-with-adx2/. This month, we will be looking at using amplitude data from the Thunder Cue to control lighting within a Unity Scene, mimicking the effect of lightning within our game. This is a great way to make a virtual - [Girls Frontline Concert](https://blog.criware.com/index.php/2018/11/16/girls-frontline-concert/) - On October 19th, the Chinese game developer Sunborn Network Technology Co., Ltd. (MICA Team), and CRIWARE's Chinese partner Vanguard Sound, jointly organized a live show: 人形与彼岸花 – Girls Frontline. The world-class symphony concert was well-received and ended in huge applause from the audience. Girls Frontline is a mobile strategy game that uses CRIWARE's ADX2 and - [New Layouts Feature in CRI Atom Craft 3](https://blog.criware.com/index.php/2018/10/23/new-layouts-feature-in-cri-atom-craft-3/) - Introduction CRI Atom Craft V3 has finally been released, and the entire authoring tool has been rebuilt from the ground up. One of the most welcomed new features is the interface customisability, with the option to fluidly rearrange windows to suit your workflow. Docking & Undocking Windows can now be easily closed or undocked by - [Creating a Dynamic Rainy Soundscape with ADX2](https://blog.criware.com/index.php/2018/10/23/creating-a-dynamic-rainy-soundscape-with-adx2/) - Introduction One of the great benefits of using ADX2 is having the power to create dynamic sound scenes without relying on too much code. In this blog, we will be looking at creating a rainy soundscape in Atom Craft 3, by controlling and processing the playback of various Cues using only one AISAC. To follow - [G.A.N.G Announces New Board of Directors](https://blog.criware.com/index.php/2018/10/17/g-a-n-g-announces-new-board-of-directors/) - The Game Audio Network Guild (G.A.N.G) recently announced its new board of directors, boasting a diverse mix of leading audio practitioners. These directors will be tasked with guiding the already well-established community through its next chapter, as well as creating new initiatives to support the next generation of aspiring audio professionals. G.A.N.G is well-known for - [World of Sound – CRIWARE Unity Demo](https://blog.criware.com/index.php/2018/09/27/world-of-sound-criware-unity-demo/) - We are thrilled to introduce our new Unity demo: “World of Sound”. It consists of a series of interactive scenes built to demonstrate the features of the CRIWARE Unity SDK, such as the interactive music and sound effects functions offered by ADX2 but also the video encoding and playback capabilities of Sofdec2. The “World of - [Exporting from GameSynth to AtomCraft](https://blog.criware.com/index.php/2018/09/26/exporting-from-gamesynth-to-atomcraft/) - In this post, we are looking at how we can automatically generate sound variations in GameSynth and export them to AtomCraft, creating all the audio objects on the fly, such as Materials, CueSheets, Cues and Tracks and setting their parameters according to our specifications. GameSynth is a popular sound design tool from Tsugi that allows - [CRIWARE Powers World-Class Audio in IGT’s Games](https://blog.criware.com/index.php/2018/08/31/criware-powers-world-class-audio-in-igts-games/) - We are thrilled to announce that IGT (International Game Technology) has chosen CRIWARE’s ADX2 to add interactive audio features to their in-house framework. - [CRIWARE at CEDEC 2018](https://blog.criware.com/index.php/2018/08/28/criware-at-cedec-2018/) - Like every year, CRIWARE was a sponsor of CEDEC, the Japanese game developer conference that took place in Yokohama from the 22nd to the 24th of this month. We demonstrated the upcoming version 3 of AtomCraft (available both on Windows and Mac OS) as well as our new impulse response reverberation. The technology behind it - [CRIWARE at China Joy 2018](https://blog.criware.com/index.php/2018/07/26/criware-at-china-joy-2018/) - CRIWARE will be an exhibitor at China Joy 2018, from the 3rd to the 6th of August, at the Shanghai New International Expo Centre. - [AtomCraft – How-to? #2](https://blog.criware.com/index.php/2018/07/06/atomcraft-how-to-2/) - This is the second installment of this series where we look at the implementation of some of the most common game audio tasks in AtomCraft. - [AtomCraft – How-to? #1](https://blog.criware.com/index.php/2018/06/14/atomcraft-how-to-1/) - In this new series, we will look at the implementation of some of the typical interactive audio tasks in AtomCraft, the authoring tool of ADX2. These posts are not meant to be exhaustive references but rather a collection of pointers to put you on the right path. When available, we will link to other posts - [Creating Cues in a Flash!](https://blog.criware.com/index.php/2018/06/07/creating-cues-in-a-flash/) - As a sound designer working in AtomCraft, ADX2’s authoring tool, your main task is to create new Cues that the programming team will trigger from the game. We all know that the production cycle in the game industry can be quite demanding so it makes sense that you would like to make that step as - [We were at Unite Beijing 2018!](https://blog.criware.com/index.php/2018/05/15/unite-beijing/) - CRIWARE was a Silver Sponsor of Unite Beijing 2018, which took place at the National Convention Center from May 11th to May 13th. - [VP9 comes to Sofdec2!](https://blog.criware.com/index.php/2018/05/15/vp9-in-sofdec2/) - Sofdec2, CRIWARE's ultra-optimized codec and versatile video playback system is getting even better! - [Bouncing Cues in AtomCraft](https://blog.criware.com/index.php/2018/03/27/bouncing-cues-in-atomcraft/) - Let’s bounce! AtomCraft offers a bouncing feature, which allows for the recording and mixing of several tracks into a single wave file. This can prove very useful in a number of ways, especially if you want to reuse the actual game sounds in a promotional material such as a teaser video, or if you want - [CRIWARE was at GDC 2018!](https://blog.criware.com/index.php/2018/03/27/criware-was-at-gdc-2018/) - Last week we demonstrated CRIWARE at the Game Developer Conference (GDC): everything from the brand new Mac and Windows authoring tools to the HTML5 version and the integration of the McDSP audio processing plugins. This year, we even had some extra help from a famous guest, the one and only Sonic the hedgehog, whose adventures - [CRIWARE and G.A.N.G.](https://blog.criware.com/index.php/2018/02/25/criware-and-g-a-n-g/) - This year again, CRIWARE is proud to be a diamond sponsor of the Game Audio Network Guild. G.A.N.G. is a non-profit organization founded in 2002. It is the leading organization for those involved in game audio including, music, sound design, dialog and game development. G.A.N.G.'s mission is to support its members through Networking, Education, Advocacy and Recognition. Most importantly, - [CRIWARE at GDC18](https://blog.criware.com/index.php/2018/02/25/criware-at-gdc18/) - GDC 2018 is just around the corner! The game developer conference will be held at the Moscone center in San Francisco, from the 19th to the 23rd of March. Like every year, it will bring developers from all around the world together for inspiring sessions and will display the latest in game development technology on the exhibition floor. Join - [Global Game Jam 2018](https://blog.criware.com/index.php/2018/01/29/global-game-jam-2018/) - The Global Game Jam 2018 took place from January 26th to 28th. CRI Middleware hosted 5 teams in our offices in Shibuya, Tokyo. We had all kind of fun audio equipment, from Otamatone to ROLI Blocks, and even lasers! It was an exciting opportunity to create fun games with friends in just a couple of days. The theme of this year - [CRI Profiler in Unity](https://blog.criware.com/index.php/2018/01/29/cri-profiler-in-unity/) - There is a new profiler available for ADX2 in Unity, which takes the form of an editor extension. The CRI Profiler is accessible through the [Window] -> [CRIWARE] -> [CRI Profiler] menu. While your scene is running, you can choose to control the profiler manually by pressing on the Start / Stop / Pause buttons - [McDSP plug-ins in ADX2!](https://blog.criware.com/index.php/2017/12/18/mcdsp-plug-ins-in-adx2/) - McDSP does not need any introduction. The company from Mountain View, California has developed many ground-breaking audio processing plug-ins over the years. - [ADX2 for the Web](https://blog.criware.com/index.php/2017/12/19/adx2-for-the-web/) - We are delighted to announce the availability of CRI ADX2 for Web Browsers. You can now enjoy developing interactive audio for your web applications with ADX2, both in native mode or while using Unity. Using AtomCraft - ADX2’s user-friendly and advanced tool -, authoring audio that will play in browsers has never been that easy! - [Memory Optimization with AtomCraft](https://blog.criware.com/index.php/2017/11/17/memory-optimization-with-atomcraft/) - This post explains how to minimize the audio memory footprint in your game using AtomCraft. Introduction Depending on what target platform a game is aimed at, its audio memory budget will largely vary. For instance, if you are developing a mobile game, you will have a very limited amount of memory at your disposal compared - [Introducing Aeropoint GUI](https://blog.criware.com/index.php/2017/11/17/introducing-aeropoint-gui/) - We are proud to announce the availability of "Aeropoint® GUI”, our new GUI middleware. With Aeropoint GUI, it becomes easy to create beautiful and expressive user interfaces for smartphones and other embedded devices that typically require specialized technology and high development costs. High-quality, sophisticated GUIs with moving elements can now easily be implemented on devices - [AtomCraft for Mac!](https://blog.criware.com/index.php/2017/10/27/atomcraft-for-mac/) - Great news for Mac users! CRI Middleware is proud to announce the availability of the Mac version of AtomCraft. AtomCraft is the authoring tool of ADX2, our renowned game audio middleware, already powering more than 3700 game titles. The leading game audio tool on Mac Our aim was to make AtomCraft the most powerful - [New ADX2 Unity Plug-In in the Asset Store!](https://blog.criware.com/index.php/2017/10/16/new-adx2-unity-plug-in-in-the-asset-store/) - We are pleased to reaffirm our commitment to the indie game developers community by introducing the new CRI ADX 2 Unity Plug-in for the Asset Store: https://www.assetstore.unity3d.com/en/#!/content/100086 . This plug-in is based on ADX2, CRI Middleware’s renowned game audio middleware used by more than 3700 games worldwide. It offers an easy way to access the - [Sidechaining In AtomCraft](https://blog.criware.com/index.php/2017/09/19/sidechaining-in-atomcraft/) - This post explains how to perform sidechaining in the AtomCraft’s audio mixer. Introduction Sidechaining is a technique commonly used by sound engineers, mostly with compressors. The principle is very simple: the compression of a signal (A) is controlled by a second signal (B). For instance, we could easily create a ducking system which lowers - [Introducing CRI ADX® Automotive](https://blog.criware.com/index.php/2017/09/14/introducing-cri-adx-automotive/) - CRI ADX® Automotive is a new generation of audio middleware to create, personalize and deliver advanced interactive audio for automotive applications. It centralizes the control of in-vehicle audio for navigation, safety and entertainment purposes. The ultimate interactive sound technology for automobiles! CRI ADX® Automotive offers: - A lightweight sound system optimized for automotive embedded - [High-quality lightweight videos](https://blog.criware.com/index.php/2017/08/21/put-your-video-on-diet-without-compromising-its-quality/) - In recent years, video resolution has been steadily increasing, from 2K to 4K, and then 8K. This has triggered a significant increase of the file sizes, which brings new challenges for video content creators, providers and consumers. CRI DietCoder is a high-quality video compression technology developed by CRI Middleware to solve these problems. It is - [Time for Action!](https://blog.criware.com/index.php/2017/08/04/time-for-action/) - In this blog we will introduce the different Actions available in AtomCraft. Introduction In AtomCraft, "Actions" are commands inserted on Tracks that allow you to play, stop, or mute another Cue or even modify its parameters during playback. Actions can be used as a way to control the mix but also as a powerful sound - [Jump to the beat with BEATWIZ!](https://blog.criware.com/index.php/2017/07/24/jump-to-the-beat-with-beatwiz/) - BEATWIZ is a blazing-fast, high-precision analysis middleware that can be used to detect musical information such as tempo (bpm), beat timings and more generally the “excitement” in the music near instantaneously. BEATWIZ can also determine the structure of a song (e.g. verse A, verse B and chorus). In addition, the timing of specific rhythmic instruments - [Footsteps Sound Effects Implementation Using AtomCraft](https://blog.criware.com/index.php/2017/07/03/footsteps-sound-effects-implementation-using-atomcraft/) - This post describes the implementation of surface-dependent footsteps using AtomCraft. Introduction Footsteps are some of the most common sound effects implemented in video games. In recent AAA titles, it is not uncommon to find very sophisticated systems managing hundreds of audio assets relating to different types of characters, shoes, surfaces, and movements. This post - [Discover LiveAct® Pro!](https://blog.criware.com/index.php/2017/06/20/discover-liveact-pro-2/) - A stroll in the offices of CRI Middleware reveals many exciting technologies in addition to ADX2 and Sofdec2. In this post, we give a closer look to LiveAct® PRO, a professional middleware package that includes all the features you need to work with video on the web. It would be a fantastic vehicle to market - [Using the Atom Viewer Tool](https://blog.criware.com/index.php/2017/06/08/using-the-atom-viewer/) - This post explains the features of the Atom Viewer tool and how to use it in conjunction with AtomCraft. Introduction AtomCraft comes with a very useful tool called Atom Viewer. Atom Viewer can be used to check the contents of the ACB/AWB and ACF files that are generated by the AtomCraft tool when building a - [Game Audio Mixing With AtomCraft](https://blog.criware.com/index.php/2017/05/16/game-audio-mixing-with-atomcraft/) - This post explains the mixing process in AtomCraft. Introduction Mixing a game can be very challenging. Like for other types of media, the final mix only comes together at the end of the production, when all the elements have been implemented. However, the interactive nature of the medium, the different constraints, the large amount - [Why use Game Audio Middleware?](https://blog.criware.com/index.php/2017/05/08/why-use-game-audio-middleware/) - As an industry, our goal is to delight the players, and our sound designers, composers, and audio technologists constantly strive for new ways to immerse, thrill, and produce an emotional response. These content creators are talented people with vision -- people that dream up amazing things from the ether. Ideally, game developers and publishers look - [Implementing Audio Dialogue in AtomCraft](https://blog.criware.com/index.php/2017/04/27/implementing-audio-dialogue-in-atomcraft/) - This post explains how to implement interactive music in your game with AtomCraft. Introduction In this series of tutorials we have already covered the implementation of sound effects and music. The dialogue lines in your game are just as important and deserve their own post! We will cover the basics of dialogue integration, branching - [Composing Adaptive Music in AtomCraft](https://blog.criware.com/index.php/2017/04/11/composing-adaptive-music-in-atomcraft/) - This post explains how to implement interactive music in your game with AtomCraft. Music in Video Games In our recent implementation posts we have talked a lot about sound effects. However, a complete interactive audio experience only comes together with music. The music is equally important as it conveys emotion and helps telling a - [Creating ambiences in AtomCraft](https://blog.criware.com/index.php/2017/03/16/creating-ambiences-in-atomcraft/) - This post demonstrates the implementation of ambience sound effects using AtomCraft. Introduction We can consider that there are four main groups of sounds needed to create an immersive audio experience. They are Music, Ambience SFX, Action SFX and Voice. Each of these elements plays an important role in your game audio project. One of the - [CRIWARE at GDC17](https://blog.criware.com/index.php/2017/03/02/criware-at-gdc17/) - Come join us at our GDC lounge booth, have a fizzy nonalcoholic drink on-the-house, grab a classic CRIWARE tee, and check out our fabulous demos including: The latest iteration of the powerful and intuitive ADX2 authoring tool and its macOS version. The new Sofdec2 VR experience developed in partnership with UEI Solutions and playable on - [AtomCraft's Randomization Features](https://blog.criware.com/index.php/2017/01/16/atomcrafts-randomization-features/) - This post explains how to avoid the repetitive nature of game audio using AtomCraft’s randomization features. Unlike the real world, games offer a limited number of interactions, which results in repetitiveness. As the audio follows visual cues and gameplay, sounds are played again and again, becoming annoying for the listener and breaking the sense of - [2016 By The Numbers](https://blog.criware.com/index.php/2017/01/04/2016-by-the-numbers/) - One year ago, CRI Middleware embarked on a mission to introduce our CRIWARE audio and video solutions to game makers worldwide. Now, with the New Year just days away, it's a good time to reflect and share a few major milestones with you. Our CRIWARE team, and our growing global community speak many languages including - [Timeline Automation](https://blog.criware.com/index.php/2016/12/27/timeline-automation/) - Today’s post will explore the timeline automation in AtomCraft. Introduction Like your favorite Digital Audio Workstation, AtomCraft offers dedicated automation curves on each track. It is possible to automate a wide range of parameters from the Track’s volume to the AISACs. Thanks to its DAW-like interface and these automation curves, AtomCraft allows you to be - [Complete CRIWARE Support from CRI Middleware](https://blog.criware.com/index.php/2016/12/02/help-is-on-the-way/) - This post explains how to quickly find all the information you need when using CRIWARE and how to get support from CRI Middleware. Introduction CRI Middleware is proud to deliver top-notch customer support. Our goal is to provide you with the assistance you need when you need it. Our support is available in English, French, Japanese - [Interview with Danielle Cheah, Technical Director at Square Enix London](https://blog.criware.com/index.php/2016/11/28/interview-with-danielle-cheah-td-at-square-enix-london/) - Your role as Technical Director at Square Enix London Studios is multifaceted! Please give us some insight into your involvement in development and management. DC: I oversee all technical development for our 3rd party titles on the Western side of the business. These are titles that are developed by external studios that we partner up - [AtomCraft Unleashes Creativity](https://blog.criware.com/index.php/2016/11/14/atomcraft-unleashes-creativity/) - Audio middleware was borne out of a need to free sound artists from programmer dependencies and allow for rich audio implementation in games with less coding. Each middleware technology developer approached this challenge with their own unique take on product design. There are two essential parts to every audio middleware product: the authoring tool that - [Implement combo SFX in a few clicks!](https://blog.criware.com/index.php/2016/11/05/implement-combo-sfx-in-a-few-clicks/) - This post describes the implementation of combo sound effects with ADX2 using the Combo Sequential Cue type and without requiring any code. [Before going further, if you are not familiar with the Cue system in ADX2, we recommend that you watch this Video Tutorial to learn more about it.] What is a Sequential Cue? - [Formosa Interactive - Perspectives on Game Audio Tech](https://blog.criware.com/index.php/2016/10/28/formosa-interactive-perspectives-on-game-audio-tech/) - We are proud to include Hollywood's Formosa Interactive as one of our three ADX2 Certified Sound Studios. The stellar Formosa team has provided award-winning sound design and voice-over for critically-acclaimed titles like Call of Duty: Infinite Warfare® (Activision®), Uncharted 4 (Naughty Dog®) and Star Wars: The Old Republic® – Knights of the Eternal Throne (BioWare®). - [Sofdec2: Taking High Quality, High Performance Movie Playback to VR](https://blog.criware.com/index.php/2016/10/26/sofdec2-taking-high-quality-high-performance-movie-playback-to-vr/) - The CRIWARE brand middleware for video game development includes the ADX2 audio engine and tool, and the Sofdec2 video CODEC and movie player. Games with visually stunning cinematics like Konami's Metal Gear Rising: Revengeance, Activision's Destiny, and Nintendo's Bayonetta 2 use Sofdec2 to provide video at the highest quality. Since video files are so huge, - [New Audio Production Studio Partnerships](https://blog.criware.com/index.php/2016/10/11/new-audio-production-studio-partnerships/) - CRI Middleware recently announced the next step in its global expansion strategy with three trailblazing partnerships with the world’s foremost video game audio production studios. Vanguard Sound in Shanghai, Basiscape in Tokyo, and Formosa Interactive in Hollywood are now certified experts in the use of CRI’s advanced CRIWARE® toolkit, including ADX®2, the audio middleware engine, - [CRIWARE at GameSoundCon](https://blog.criware.com/index.php/2016/09/29/criware-at-gamesoundcon/) - The 2016 edition of GameSoundCon (http://www.gamesoundcon.com/), the premier game music and sound design conference, just happened in Los Angeles. GameSoundCon combines lectures, workshops and exhibition. This year, audio for virtual reality as well as academic and research topics were especially well represented . CRI Middleware is proud to have been a sponsor of the event - [Camouflaj's République Innovates with ADX2](https://blog.criware.com/index.php/2016/08/19/638/) - An Interview with Audio Director David Liu Founded by former Halo 4 creative director and METAL GEAR SOLID 4 producer Ryan Payton, Camouflaj is a Seattle/Bellevue-based game studio committed to developing games that are deep, sophisticated, entertaining, and imaginative. Developed by Camouflaj's veteran creative team, République is a thrilling, critically acclaimed, stealth-action game that explores the - [Profiler, MIDI control surfaces and more!](https://blog.criware.com/index.php/2016/08/31/new-tutorial-videos/) - This week, we conclude our first series of tutorial videos about using ADX2. We will start by learning how to use the profiler in AtomCraft. The profiler allows you to collect and visualize information about the sounds being played back by the run-time engine. Then, we will see how to connect a MIDI controller to - [Bus Maps, Video and In-Game Preview](https://blog.criware.com/index.php/2016/08/24/bus-maps-video-and-in-game-preview/) - In this week's tutorials, we will first learn how to use the DSP Busses in AtomCraft and how to apply real-time DSP audio effects such as reverberation, EQ, compressor etc… to the sound cues played by your game. We will then see how to synchronize audio assets to a video in the tool. Indeed, it - [Interactive music and more!](https://blog.criware.com/index.php/2016/08/17/interactive-music-and-more/) - First on this week's programme, we will learn about the Selectors in AtomCraft. Selectors are variables that can take several predefined values called Selector Labels. At run-time, the Cues can check the value of a Selector and only play back the Tracks that are associated with the appropriate Selector Label. It is a great way - [Advanced integration with Unity/Unreal](https://blog.criware.com/index.php/2016/08/10/advanced-integration-with-unityunreal/) - This week's tutorials are mostly focusing on a more advanced integration of ADX2 with the Unity and Unreal game engines. In the case of Unity, we will see how to add CRI Atom Sources and CRI Atom Listeners components to play sounds with 3D positioning. We will also quickly see that we can control the - [Controlling the sound from the game](https://blog.criware.com/index.php/2016/08/03/controlling-the-sound-from-the-game/) - The tutorials of this week talk about three different ways the game can control the sound of the Cues designed in AtomCraft (we will talk about other ways in future videos). First, we will learn how to use AISACs. AISACs provide a way to control audio parameters in real-time with values coming from the game. - [CRIWARE goes haptic!](https://blog.criware.com/index.php/2016/07/28/criware-goes-haptic/) - Great news for mobile developers! CRI Middleware integrates Immersion’s TouchSense® technology to make it easier for mobile game developers to incorporate game-changing haptics. This collaboration brings touch, audio and video solutions together on one platform for game developers, and streamlines the process of adding haptics using Immersion’s industry-changing TouchSense Gaming Software Development Kit (SDK). Through - [CRI Middleware partners with Sony Interactive Entertainment Japan Asia (SIEJA)](https://blog.criware.com/index.php/2016/07/27/cri-middleware-partners-with-sony-interactive-entertainment-japan-asia-sieja/) - Today at the “2016 PlayStation Conference in China” it was announced that CRI Middleware is partnering with Sony Interactive Entertainment Japan Asia (SIEJA) on the “China Hero Project”, a groundbreaking initiative to support PlayStation console game development in China. For that project, SIEJA has partnered with companies that are driven to contribute to the expansion - [Learning more about Cues...](https://blog.criware.com/index.php/2016/07/27/learning-more-about-cues/) - This week’s tutorial videos are sure to be popular among sound designers! Our first video is about the Cue types. By selecting the right type, you can create complex sonic behaviors without a single line of code! We will learn about Polyphonic, Sequential, Shuffle, Random, Random no Repeat, Switch and Combo Sequential Cues. We will - [To the heart of ADX2!](https://blog.criware.com/index.php/2016/07/20/to-the-heart-of-adx2/) - Three new tutorial videos have been published on our YouTube channel. In this week’s video tutorials, we will learn about the audio materials and their settings. In particular, we will introduce CRI Middleware’s high-performance proprietary codecs (ADX, HCA and HCA-MX) which will allow you to play a lot more voices simultaneously while using less CPU - [More video tutorials!](https://blog.criware.com/index.php/2016/07/14/more-tutorial-videos/) - Three new tutorial videos have been published on our YouTube channel. This week, we are learning how to build our ADX2 game audio project and export binary files from AtomCraft to our game. Then, we see how we can use these files to play sounds in both Unity and Unreal! What will we learn next - [New Video Tutorials!](https://blog.criware.com/index.php/2016/07/06/new-video-tutorials/) - We are pleased to introduce a new series of video tutorials about ADX2, in which you will learn how to create immersive audio for your games using the leading game audio middleware. Each week, we will tackle many topics from the creation of a basic Sound Cue to the integration with Unity and Unreal projects - [Square Enix to use ADX2’s HCA codecs in own sound engine](https://blog.criware.com/index.php/2016/07/07/square-enix-to-use-adx2s-hca-codecs-in-own-sound-engine/) - Square Enix, famous for games such as Final Fantasy and Dragon Quest has signed an umbrella contract with CRI Middleware, allowing them to use the high-performance HCA codec included in ADX2 directly in their in-house sound technology. Square Enix games have always been renowned for their mesmerizing compositions and more generally their excellence in audio. - [Welcome, Adam!](https://blog.criware.com/index.php/2016/07/05/welcome-adam/) - We are very excited to announce that video game industry veteran Adam Levenson has joined CRI Middleware as General Manager, North America and Europe. Adam will have the overall responsibility for business development and management for CRI's growing operations in these regions with a goal of leading the industry with cutting edge solutions for virtual reality while - [A few words with Sakimoto san](https://blog.criware.com/index.php/2016/06/14/a-few-words-with-sakimoto-san/) - We recently had the chance to talk to Hitoshi Sakimoto. Game composer famous for the score of Final Fantasy Tactics among others, Sakimoto-san founded his own company, Basiscape, which provides audio services to the game industry. It is a unique opportunity to get the perspective of a veteran Japanese game composer on yesterday’s, today’s and - [Interactive Music with ADX2](https://blog.criware.com/index.php/2016/06/14/interactive-music-with-adx2/) - There are many powerful ways to implement interactive music with AtomCraft. In this tutorial, we are going to introduce the Block playback system. Blocks allow you to organize your Cues in sections that can be played in a different order depending on the game context. Step 1: Change the display units of the timeline to - [Meanwhile at Unity'16 Europe...](https://blog.criware.com/index.php/2016/06/02/unity16-europe/) - Unity'16 Europe is where all the game development fun is happening right now! Organized in a fabulous location - the Westergasfabriek in Amsterdam - it brings together all the actors of Unity game development. CRI Middleware is proud to be representing game audio for this occasion. We are showcasing CRIWARE, which includes ADX2, our powerful - [Integrating ADX2 with Unity - Part 3](https://blog.criware.com/index.php/2016/05/28/integrating-adx2-with-unity-part-3/) - This is our third tutorial about the integration of ADX2 with Unity. If you haven't done it yet, you can read the two first ones here: Integrating ADX2 with Unity (Part 1) Integrating ADX2 with Unity (Part 2) In this tutorial, we are going to create a [CRI Atom Source], which is all we need - [Integrating ADX2 with Unity - Part 2](https://blog.criware.com/index.php/2016/05/26/integrating-adx2-with-unity-part-2/) - This is our second tutorial about the integration of ADX2 with Unity. If you haven't done it yet, you can read the first one here: Integrating ADX2 with Unity (Part 1) This time, we will see how to import the binary CueSheets (i.e. sound banks) exported by AtomCraft into your Unity project. First, go to the - [Integrating ADX2 with Unity - Part 1](https://blog.criware.com/index.php/2016/05/23/integrating-adx2-with-unity-part-1/) - Using the CRIWARE Unity plug-in, it is very easy to integrate ADX2 with your Unity game. In this tutorial, we will learn how to install the CRIWARE plug-in, while upcoming tutorials will show how to actually use the different CRIWARE components. First, open your Unity project. Go to the [Assets] menu and select [Import Package]. - [CRI Middleware at Unite'16 Europe](https://blog.criware.com/index.php/2016/05/23/cri-middleware-at-unite16-europe/) - We will be at Unite'16 Europe in Amsterdam from the 31st of May to the 2nd of June. Come and check the latest CRIWARE audio and video technologies that will help you create the game of your dreams, without it turning into a development nightmare! With Unity and CRIWARE, make your game sound better and look - [5 reasons to use Sofdec2 for video playback](https://blog.criware.com/index.php/2016/04/20/5-reasons-to-use-sofdec2-for-video-playback/) - Tired of using your old video playback solution? Maybe you didn’t get any new features in ages? Or there is a poor audio support? Or maybe it is not ready for VR? Are you looking for an alternative? Look no more! Sofdec2 is the best video encoding and playback solution you will find on the - [5 reasons to use ADX2 as your game audio middleware](https://blog.criware.com/index.php/2016/04/18/5-reasons-to-use-adx2-as-your-game-audio-middleware/) - Do you want to add high-quality interactive audio to your game in no time and at a tiny CPU cost? You found the right page! Here are 5 reasons why you should use ADX2 in your game. #1 - Virtually no learning curve: ADX2 is like a DAW for your game audio Because of its - [Unite 2016 Shanghai](https://blog.criware.com/index.php/2016/04/11/unite-2016-shanghai/) - Unite'16 Shanghai has started! Visitors have come in numbers to learn about Unity and related technologies. There is a massive interest in the CRIWARE SDK! - [Meet ADX2's powerful proprietary codecs](https://blog.criware.com/index.php/2016/04/11/meet-adx2s-powerful-proprietary-codecs/) - Founded in 1983, CRI Middleware has a rich history of pioneering ground-breaking game technologies, from writing the first game ever on CD-ROM (Afterburner II FM_TOWNS) to assisting Sega in the early 90's with multi-streaming and sound compression technologies. Without a doubt, developing advanced audio and video codecs is part of CRI Middleware's DNA. When using - [Real-time parameter control with AISAC](https://blog.criware.com/index.php/2016/04/05/real-time-parameter-control-with-aisac/) - AISAC is a system in ADX2 allowing the control of audio parameters by values coming from the game. This kind of feature is also sometimes called Real-time Parameter Control (RTPC). For instance, it can be used to simulate the sound of a car engine. In that case, the game will send the engine RPM value - [Unite 2016 Tokyo](https://blog.criware.com/index.php/2016/04/04/unite-2016-tokyo/) - Unite 2016 Tokyo is under way at the Hilton Hotel in Odaiba. The CRI Middleware session introduced ADX2, Sofdec2 for VR and BeatWiz (music analysis system) to a totally packed room of enthusiastic game developers! It has never been easier to make your game sound better and look sharper than by using the CRIWARE SDK - [Come and visit us at Unite'16 in Shanghai!](https://blog.criware.com/index.php/2016/03/30/come-and-visit-us-at-unite16-in-shanghai/) - CRI Middleware will be exhibiting at Unite'16 in Shanghai (booth M01) from April 10th to April 12th. It's a great opportunity to learn more about the CRIWARE SDK for Unity and discover how you can make your game sound better and look sharper very easily by using ADX2 and Sofdec2! - [Auto-ducking in ADX2 with REACT](https://blog.criware.com/index.php/2016/03/29/auto-ducking-in-adx2-with-react/) - Lowering the volume of a sound when another one is playing at the same time is called “ducking”. A ducking system is an important tool in the game audio mixing process. It allows the game audio engine to control and prioritize what type of sounds will clearly be heard by the player when the game - [Using AtomCraft's Video Playback](https://blog.criware.com/index.php/2016/03/28/using-atomcrafts-video-playback/) - There is a really useful feature in the View menu of AtomCraft: the synchronous movie playback. It allows you to import a movie clip that will start playing automatically when you hit play on a Cue. Gone are the days when you needed to open an external movie player to synchronize your audio assets to an - [CRI Middleware at GDC 2016](https://blog.criware.com/index.php/2016/03/17/building-of-the-gdc-2016-booth/) - CRI Middleware was an exhibitor at GDC 2016, which was held from the 14th to the 18th of March in the Moscone Center in San Francisco. We were located on booth #442 in the South Hall. The booth was built at a record speed! There were many game technologies to try, from ADX2, our intuitive - [Happy 30th birthday GDC!](https://blog.criware.com/index.php/2016/02/17/happy-30th-birthday-gdc/) - This year marks the 30th anniversary of the Game Developers Conference. Happy Birthday! CRI Middleware will be exhibiting at GDC 2016 in San Francisco (14-18 March). Come and visit us in the Moscone Center, on booth #442 in the South Hall. There you can learn everything about the latest versions of ADX2 and Sofdec2 and - [Using the Sofdec2 encoding Wizard](https://blog.criware.com/index.php/2016/02/16/sofdec2-post-2/) - Sofdec2 is the versatile video encoding and playback solution from CRI Middleware. In addition to the video itself, Sofdec2 files (.usm) can contain music and dialogue tracks as well as text for subtitles. The most user-friendly way to encode a video with Sofdec2 is to use the Encoding Wizard. This tool will lead you through the - [Do you speak ADX2?](https://blog.criware.com/index.php/2016/02/16/adx2-post-2/) - Here is a list of terms from the ADX2 vernacular that could come in handy. AISAC AISAC is a system allowing the control of audio parameters by values coming from the game. The AISAC mapping curve can also have a random range and be retriggered periodically. AISACs are the equivalent of RTPCs in other systems. Block - [Interview with Sakurai-san](https://blog.criware.com/index.php/2016/03/04/interview-sakurai-san/) - From time to time, we will interview an employee of CRI Middleware to learn more about what they are doing and what make them "tick". The first brave person to play the game is Atsushi Sakurai, from the Tokyo office. Hello Sakurai-san. Thank you for taking a break from your busy schedule to talk to us! - [Learning about Cue types](https://blog.criware.com/index.php/2016/02/16/adx2-post-1/) - When using ADX2, almost every sound you will play will be triggered by a Cue (we say “almost” because the programmer could also play a waveform in memory or on disk directly). The type of the Cue is primordial to the audio implementation as it determines how the sound will be played. In this post, ## Categories - [ADX](https://blog.criware.com/index.php/category/adx/) - [Sofdec](https://blog.criware.com/index.php/category/sofdec/) - [Tutorials](https://blog.criware.com/index.php/category/tutorials/) - [Events](https://blog.criware.com/index.php/category/events/) - [News](https://blog.criware.com/index.php/category/news/) - [Interviews](https://blog.criware.com/index.php/category/interviews/) - [SpriteStudio](https://blog.criware.com/index.php/category/sprite-studio/) - [LiveAct](https://blog.criware.com/index.php/category/liveact/) - [TeleXus](https://blog.criware.com/index.php/category/telexus/) - [LipSync](https://blog.criware.com/index.php/category/lipsync/) - [Clovis](https://blog.criware.com/index.php/category/clovis/) - [Glassco](https://blog.criware.com/index.php/category/glassco/) - [Unreal Engine](https://blog.criware.com/index.php/category/unreal-engine/) - [Unity](https://blog.criware.com/index.php/category/unity/)