Coded audio

Middleware such as FMOD serves as a game’s sound engine: it governs the playback behaviour of all music and sounds in a game.  Using middleware, I…
– Deliver audio in coded format, ready for use on any platform (PC/console etc.);
– Create audio that is responsive to the game;
– Ensure realistic in-game audio behaviour;
– Save valuable programmer time;
– Easily introduce diversity and randomization to audio assets, preventing monotony and repetition;
– Flexibly revise audio according to client wishes and project changes;
– Efficiently guard the audio asset budget (both financially and in terms of memory).