Originally posted by MCXL
I mean I totally get it, most game engines have hardcore safety features it comes to this stuff to make sure that they never go over budget.
It's interesting that it's not an issue for battlefield even though well battlefield games are about as chaotic as it can get.
Super interesting and I appreciate the reply.
Yeah it's an issue of balance - We work really closely with our friends at DICE. They have much simpler requirements for ambience, Foley and music for example, and that gives them a bit more 'headroom' to play with. We have pretty much maxed out what FB can at the moment with four versions of really complex sounds for each players' suit, weapons, abilities (and then add 16 channel music, dynamic weather, day/night, procedural whooshes, etc...).