ABSTRACT

There are many ways to manage sound ambiences in games. In this chapter, I will present some of the tools we are using in open-world games at Ubisoft. While all the examples represent real systems, they are 184simplified from what may actually be implemented in a game engine. The purpose of this chapter is to provide a high-level survey of the sorts of tools for ambiences in open-world games that developers can customize for their own purposes.