CRI is exhibiting at CES!
We present CRI D-Amp Driver × GaN, a next-generation fully-digital amplifier that combines CRI’s proprietary method for driving speakers with GaN (gallium nitride) power semiconductors.
blog.criware.com/index.php/2…#CES26#CRIWARE#mobility
In our latest post, we designed a simple audio system for a creature in ADX. It triggers random sounds for each state the creature can be in.
We are using a Switch Cue, a Game Variable, and Random No Repeat cues:
blog.criware.com/index.php/2…#creature#gamedev#gameaudio#CRIWARE
In this new post, we implement the sound of a turret that fires a destructive laser beam💥. To achieve this, we rely on Polyphonic Cues, an On-Stop Action, and the Envelope Generator.
blog.criware.com/index.php/2…#gameaudio#criware#gamedev
Our team will be attending MIGS 25 in Montreal!
Get in touch if you want to learn more about CRIWARE, our middleware solutions for audio, video, and lip sync!
We are looking forward to meeting you!
#MIGS25#CRIWARE#gamedev#gameaudio#middleware
If you are new to ADX or just need a quick refresher, this glossary is for you! It covers the key terms and fundamental concepts you will encounter when authoring interactive sounds in AtomCraft.
1st part:
blog.criware.com/index.php/2…#gamedev#indiedev#criware#adx#gameaudio
We posted the second part of our tutorial about adaptive music using Action Tracks and Game Variables in ADX. This time, we examine the implementation on the UE5 side with a Blueprint.
blog.criware.com/index.php/2…#gameaudio#gamedev#ue5#criware
New 2-part tutorial: we explore how to play additional musical parts in sync with background music, based on the game context. We use ADX and a Blueprint in UE5.
Here is the 1st part:
blog.criware.com/index.php/2…#gameaudio#gamedev#ue5#criware
Our team will be attending XDS (eXternal Development Summit) in Vancouver this week!
Get in touch if you would like to learn how CRIWARE can help you build amazing games!
#xds#xds2025#gamedev#middleware