Miles Studio Features
The Miles Sound System offers a versatile, powerful toolset for game audio. With our powerful content creation and manager, the Miles Studio, audio development is hands-off from the engineer perspective, allowing the audio team to work independently and fast - while also freeing up engineering time.
The best way to get a sense of the depth and breadth that Miles Studio provides is to check out this summary of its key areas of functionality. If you have any questions, you can always email us or call us at 425.893.4300.
Multiple Asset Editing
The Assets view in Miles Studio allows robust searching of assets (e.g. play actions outputing to fx bus). Once a subset of the assets is found, copy and paste allows for setting the property for any number of assets to the same value ('broadcasting' the value) - or edit values individually using context-sensitive editing.
Controllers are the linkage between Miles Studio and the game itself, exposing parameters for use by sound events and buses. These values can be transformed and/or combined in to new values using either a graph based system or raw math formulas, with each point-of-use using a different transform. This is a super powerful system, allowing technical sound designers to provide single values integrating many different parameters from the game.
Filters are integrated with Miles Studio, allowing parameters to be driver by any controller (including which impulse to use for convolution reverb!). The following filters are provided: Delay, Compressor, Gate, ParametricEQ, GainBlock (distortion), Flanger, Chorus, Highpass, Lowpass, Bandpass, Algorithmic Reverb (Schroeder), and Convolution Reverb. The convolution reverb impulse responses are set by the project and can be set to any IR you want!