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> For specific example in a very well known game, there are over 1600 samples for boxes hitting stuff

That almost sounds as if it could be worthwhile to synthesize on demand from a very small set of (offset/overlaid) base samples through a deep chain of parameterized FX. With 1600 FX parameter preset tuples as the MVP, bonus points for involving game state context.




That’s literally my startup, I won’t get deep into the reasons why good tools for this don’t exist yet, but if you imagine game development is like regular development but with orders of magnitude more chaos you can understand how difficult it is to build stuff for reuse. After 15 years in the industry, my approach is just the same as yours


You got amazing stuff!

The "sound shaders" part is very interesting for me, and the kind of tech I would like to see more.




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