Michael Taylor shares his insights on how the choice of game audio middleware can dramatically affect the composing process:
For the most part, porting the audio was plain sailing, up until I began recreating the Interactive Music system.
The music files were not being updated, being high quality wavs already, so it should have been a simple case of drag, drop and make sure the transitions between the 120-ish music cues crossfade nicely and that the right transitions occur on the right parameter.
As XACT was at least 6 years old, I figured that getting the music up and running would have been a breeze thanks to FMODs more intuitive interactive music interface, and 6 years of game audio advancements.
I was wrong. So very, very wrong.
Read the full post here.