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I know you guys have done a lot of work on optimization of audio code, which isn't something I think the average gamer thinks about needing to be optimized. What can you tell us about your work on that?

TL;DRLee Banyard says audio optimization is mostly about paring back the many sound sources and making the managing systems efficient, including thread safety for multiple cores, while keeping quality up amid changes from other disciplines.

Lee BanyardGlobal Audio Director, Foundry 42 UK

Generally, on the audio code side of things, I think people don't necessarily realize the kind of modern problem with game audio is that there's so many objects and things in the game that can all make audio at any given moment. It used to be that you couldn't actually trigger enough audio in games in the old, old days when I started. And now it's just mostly that everything that should have a sound has a sound of some description. And it's actually paring it back. We spend a lot of time doing that, trying to make sure that the experience is optimized for the user. So it's not just in terms of speeding up code and things, it's actually making sure the systems that manage it all are optimal. And at the moment they're doing a lot of stuff with what they call thread safety, which is to make sure it works over multiple cores and stuff like that. That's the term at the moment, isn't it? Thread safety. It seems to be, hearing it from them. So a lot of it is making it more optimal; that is largely what they're doing in terms of optimization right now. But because it's obviously a running release, we're optimizing all the time as we go. And that's still quite difficult for us because we're downstream from so many other disciplines who can throw us a curveball in terms of what their systems do. So it's not just optimizing in terms of just getting it running, which half of it seems to be maintenance, it's keeping the quality up as well.

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Published on this date.20 Apr 2018