Priority systems and why they matter

Priority systems and why they matter



What does max sound like? What’s important now?


The big question that always needs answering; what’s the maximum amount of “things” that can happen all at once? What part of the game, or where in what state could there be a scenario where the most amount of sounds could trigger? The bigger questions then follow: What sounds do I then play and what ones do I tell the system not to play? What sounds are imperative for the player and they must hear them? Once you can start answering these questions, you can then begin to see what sounds will need to get cut in intense instances. Play testing these changes and getting a feel for yourself will always be important as well. Audio systems like WWise and FMod are made for this, but in-house solutions can be achieved if developer resources are available.

Start bundling your sounds into groups of and start ranking those groups in a list of importance. This isn’t an easy task, and you’ll have to make changes along the way, but this exercise will get you in a better mindset and will force you to begin to revaluate your priorities. From there you can build out logic systems, when what sounds need to go away, turn down, or completely disappear when these other sounds are present, or reach a max playback limit. With practice eventually you’ll be able to see through the weeds and right out the gate have a good idea of how these systems will work together.



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