AudioGaming’s sound synthesis technologies are available for game audio licensing. The signal processing libraries have been ported for both game consoles (PS4, XBox One) and portable devices (Android, iOS). Game designers get high level control and sound designers / programmers get expert control on the generated audio.
“Working with AudioMotors has been a new way to sound design engines easily. With the help and involvement of AudioGaming team, I’ve managed to set things the way I wanted in FMOD Studio and saved a lot of time on traditional loops and phasing issues. Moreover, the granular technology allows to get the most tiny vibrations and details present on samples, which is great to have an organic and rich result! ” Nicolas Signat Sound Designer WRC5
Armed with unrivaled pitch analysis, our granular engine reproduces engine cycle in a pitch-synchronous manner. The analysis stage is manipulated offline using the provided authoring tool such that game audio engine is only responsible for real-time synthesis. For car engines, our technology also allows simulating gear changing for upshifting and downshifting, and engine load effects during acceleration/deceleration.
Here is a tutorial for using AudioMotors Authoring Tools with AudioMotors FMOD plugin.
AudioGaming introduces the first procedural audio for video games weather system. Based on specific acoustic modelling we produce realistic as well as unrealistic sound effects computed in real time. The provided presets cover a wide range of soundscapes and the simplified controls of wind and rain can be easily shaped for instant promising results.