In Part 4 of my presentation from GameSoundCon, I discuss the results of my experiment comparing Elias, FMOD and WWISE, and then show a real world example of an adaptive music system in a VR game called Stampede. In Stampede, we used FMOD for sound effects and mixing, and Elias for the adaptive music. I show that using FMOD and Elias together works very well, and that there is very little performance hit to the game when both are used together.
If you missed any of the previous parts of this article, you can find links to each at the end of this article. If you like, you may review the Complete YouTube Playlist for the Presentation.
Here is the video for Part 4:
Here are some slides from the presentation with an overview of the conclusions that I drew from my experiment.
Links and Further Reading
Middleware Downloads and Tutorials:
Previous articles in this series:
- Part 1 : The Technical Composer – Introduction
- Part 2: The Technical Composer – Elias
- Part 3: The Technical Composer – WWISE and FMOD
- Complete YouTube Playlist for the Presentation
Tutorials about Elias on Designing Music NOW:
About the Author