Wwise Tour 2016 - CD Projekt Red Witcher (3 of 6) - Crowds and Walla

Game: The Witcher - Wild Hunt

Wwise Tour 2016, Warsaw, Poland. The Witcher - Wild Hunt, by CD Projekt Red. Presented by Krzysztof Lipka, Senior Sound Designer and Sound Team Coordinator, Pawel Daudzward, Senior Sound Designer, Marcin Przybylowicz, Music Director and Composer and Colin Walder, Senior Audio Programmer. Wwise by Audiokinetic. https://www.audiokinetic.com/

Another objective for The Witcher 3: Wild Hunt audio team was extending ambiences to allow for a better sense of presence in regards to surrounding crowds and Walla sounds. These sounds move and turn around the player. To get a certain sense of proximity and orientation, the crowd system was separated into four quadrants that would calculate the proximity and number of NPCs before sending this information to Wwise through game parameters. This system also tracks if the NPCs are inside or outside as well as their States, such as afraid or not afraid. The automatic volume generation for trees and rivers is also quite impressive.

Colin then follows with the tools they’ve made available to sound designers for tagging animations, timeline editing, attaching Events to bones, distance culling, and so on. Elements such as how bushes and plants could emit sounds when the main character is walking by were also presented.

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Wwise Tour 2016 - CD Projekt Red Witcher (4 of 6) - Combat: Global Approach

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Wwise Tour 2016 - CD Projekt Red Witcher (5 of 6) - Music: General Approach

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Wwise Tour 2016 - CD Projekt Red Witcher (6 of 6) - Music: Action Sync

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13:00

Wwise Tour 2016 - CD Projekt Red Witcher (4 of 6) - Combat: Global Approach

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