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    If i'm working on a specific level, I'll typically know what I want to do and how I want to do it. We do extensive planning and preparation (where possible) before creating ambience for a level. I like to create an overview, find some reference stuff that I like, possibly do some mock ups of what I want it to sound like, then i'll work with a producer to divide up the work, take on what I want to and hand aspects off to others who have specific specialisms within environmental sound. Then i'll dive into the level and start working we have to use a markup system currently to define sound propagation and occlusion etc, which is a bit time consuming. After I've done that I'll start creating assets in reaper, thinking about how I want certain rooms and certain spaces to sound. Then I'll move into wwise, and set up playback systems for my designed sounds. Finally, I'll work in Cry and drop sounds where I want them we use a super 3D point source system to essentially 'paint' a space with sound. After that i'll jump into the client and test my sounds from the player perspective, check how stuff is playing back etc. and then i'll repeat the process as needed. That's what my workflow might look like if i'm working on ambience I could be doing weapons, or UI, or props, or ships, or all kinds of stuff."/p>

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