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What was the biggest timesaver for the audio team in terms of tools and / or process?

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What was the biggest timesaver for the audio team in terms of tools and / or process?

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JL: Without a doubt, the biggest timesaver was our technology that allows us to edit and reload all audio metadata and sounds on-the-fly during development, while the game is running. Any audio tweaks could be made almost instantaneously, usually without restarting the game. The ability to iterate as quickly as possible is undoubtedly the most important feature of our process.

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