Audio engine comparison
Can anyone who has experience in more than one of the commonly use game audio engines relate their experiences in using each of them, how they are equivalent, differences in features and functionality, issues or gripes, any information that may be useful for people just getting started in game audio (especially musicians experienced with linear music that now need to adapt to interactivity)?
I'm hoping that we can start an informative discussion. The engines I have in mind are primarily the big name ones such as FMOD, Wwise, Unreal Engine 3, Source, OpenAL, BASS, etc. (apologies to any I left out, please mention them in your posts also).
alex k
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