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Did you have propietary software to work with audio there? How was the sound engine of the game?

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Did you have propietary software to work with audio there? How was the sound engine of the game?

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RB: There was no software for this, not that I got my hands on anyway, for me to integrate the sounds into the game. This all happened back in Nottingham. I seem to recall that the lead coder would hook up the sounds in the game, and that they would review them afterwards in subsequent builds. All of the multitrack mixing done at my end was with (then Sonic Foundry’s, now Sony’s) Vegas, I found it very intuitive and fast to work with, especially compared to Logic, which everyone else was using at the studio around that time. Everything I worked on made it into the final game, so I guess they must have liked what they heard. DS: How the limitations of PlaySation and Dreamcast affect your work in that moment. RB: At the time, and I guess this is often the case and still true now, it felt like ‘we had it good’ from a sound content and RAM/disc space perspective, there were samples that could be loaded into memory and good quality music that could be streamed off a disc. Looking back of co

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