I import the sounds I want to test into Weaponiser with a simple drag-n-drop.
First I created an instrument track in Pro Tools with an instance of Weaponiser.Weaponiser allows randomisation on multiple sound layers, which is basically what a video game middleware does, but with Pro Tools and video support! Editing process is quite simple: Weaponiser turned out to be the perfect solution to make the editing process almost instantaneous, and to speed up testing. The Solution – Create Randomisation Using Weaponiser I first tried using samplers like Kontakt but it takes some programming, which also takes a lot of time. I looked for a way to automate this task. I quickly realised that I was wasting a lot of time because the editing phase of the final sounds was long, boring and above all repetitive. After designing sounds in Pro Tools and programming and randomising them in FMOD, I decided to export a bunch of them and manually edit them to simulate a game sequence in Pro Tools. Pro Tools has video but no randomisation, and FMOD has randomisation but no video – there is no way to link them together. If you look at the initial workflow diagram, you can see that I cannot process proper tests without the integration step, because neither Pro Tools nor FMOD allow me to simulate randomised sounds in this situation. But in this game I didn’t have time to do the integration part myself. In the end there are a hundred different sound events in the game. I made the impact sounds of weapons, armor, character movement, special attacks, knockouts etc. The graphics and animations are highly elaborate, so the team wanted sounds that were top of the line for a mobile game. Most of my work involved creating the sound textures of these different materials. To achieve this, I had to find something specific for each material.