Hi everyone,
Im new to the site and want to say hi. Im currently studying Game Audio and I've been asked to recreate and rerecord all the Unreal 2004 audio and music. The main constraint of the project is that we need to create it to run on the PS2 or Xbox (not actually put it on there), The problem I have is R.A.M alloction for audio and music. Does anyone know how much R.A.M the programmers would really allocate for the sound per level on these consoles? Im already cutting it down by spectral analysis of sounds and then changing sample rate, also I've got a few cool techniques to stop audio repetition that im working on. Would the music be streamed off the disc? hopefully that would be the case.....
Basically this is just a mock project and is shown to understand how these consoles can create such good soundscapes with the bare minimum! I hope somebody can help me out!!
Thanks a bunch
Danny
