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On Guild Wars 2 Procedural Audio

A post to the Guild Wars 2 Guru Forums has information from ArenaNet audio director James Ackley with some interesting insights into the procedurally generated audio effects in Guild wars II, the upcoming online RPG sequel. Have you ever given much thought to the sound of footsteps? They sure have: "Every footstep in Guild Wars 2 is made up of three sounds: heel, toe and spray (spray is the kick of your toe, mostly only made with loose surfaces and running). With this set-up, each of those three sounds gets its own random parameters, so you never feel like you are hearing the same footsteps over and over. Using Drew’s system, we get these incredible results but keep the total memory footprint in check." Thanks Guild Wars 2 Slovenija. On a semi-related note, the Guild Wars Website announces a second installment in their Wintersday 2009 celebration.

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1. Re: On Guild Wars 2 Procedural Audio Jan 23, 2010, 15:28 Stormsinger
 
Wow...just wow. Out of all the features involved in improving a game, how does the sound of footsteps even get 30 seconds, much less the months needed for this? Sounds like a seriously warped sense of priorities...which is pretty much what happens when you let the programmers decide what's important (they frequently mistake cool-to-code for cool-to-play). Do these guys -have- any game designers?  
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>> 1. Jan 23, 15:28 Re: On Guild Wars 2 Procedural Audio Stormsinger
  2. Jan 23, 15:33  Re: On Guild Wars 2 Procedural Audio Prez
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  8. Jan 23, 22:19  Re: On Guild Wars 2 Procedural Audio The Half Elf
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  13. Jan 24, 04:51    Re: On Guild Wars 2 Procedural Audio PHJF
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