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AES Pacific Northwest Section Event – Quartz – Approaching the Problem of Audio/Visual Sync for Procedural Game Systems

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Have you ever wondered why, as a sound designer, a sound doesn’t play the instant you trigger it from game logic? Let’s dive into the mechanics of why it doesn’t by default, how a system can overcome those hurdles, and see examples of why it is powerful to wield such a solution.
In his talk, Max Hayes, Audio Engine Programmer at Epic Games will give an overview of the barriers to sample-accurate audio scheduling, letting visuals and events be triggered by audio, and how Unreal Engine’s “Quartz Subsystem” approaches this problem space.
Time above listed in event local time.

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