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From DAW to Dusk: Why I Personally Used FMOD for My Game Audio news - Just Keep Running

There are three main reasons why I decided to use FMOD when developing "Just Keep Running". In this article, I ll be going through each point in as much detail as you might find useful. I recognize that there are MULTIPLE great alternative audio solutions. ....

Victor Ahlin , Development Budget , Digital Audio Workstation , Ableton Live , Internal Audio Engine , Mathew Block , Studio Event Emitter , Both Wwise , Wwise Pro , Google Resonance Audio , Resonance Audio , Unreal Engine , Sound Spatialization , Scott Game Sounds , Oculus Spatializer , Adaptive Game Audio , Adaptive Audio , Game Maker ,

Adaptive Music: How the Music System in "Just Keep Running" Works news

For JKR, I wanted the soundtrack to be responsive to what was happening in the game. So, we developed a relatively simple but effective Music System, and in this article, I explain how it works and how it was executed! ....

Victor Ahlin , Adaptive Music , Music System , Time Trial , Roof Turret , Pause Timer , Adaptive Game Audio , Game Maker , Just Keep Running , Daptive Music How The System In Just Keep Running Works ,