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Rewind…Audio Implementation Greats #3: Crackdown – Realtime Worlds

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In the run-up to this month’s reverb theme, former contributor Damian Kastbauer suggested we re-run this article he put together discussing the game Crackdown for XBOX. The article may be two years old, but the content remains undeniably relevant. Never one to ignore good suggestions, here we are…

Crackdown

One area that has been gaining ground since the early days of EAX on the PC platform, and more recently it’s omnipresence in audio middleware toolsets, is Reverb. With the ability to enhance the sounds playing back in the game with reverberant information from the surrounding space, you can effectively communicate to the player a truer approximation of “being there” and help to further immerse them in the game world. While we often take Reverb for granted in our everyday life as something that helps us position ourselves in a space (the cavernous echo of an airport, the openness of a forest), it is something that is continually giving us feedback on our surroundings, and thus a critical part of the way we experience the world.

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