After researching through how the audio is created in video games I have found that the majority of game developers use the popular recording software called Pro Tools. Pro Tools is mostly used by studio producers for recording music as well as mixing and mastering the audio tracks. There are a lot of plug-ins for Pro Tools that are essential for making the sounds that are heard in video games and some of the most popular ones are: Pitch 'n Time, Pultec EQ, McDSP, FilterBank and Compressor Bank, Waves and Altiverb.
Altiverb is used for sampling acoustic spaces and is mostly used for voicing effects to make them sound more organic and realistic. Pultec is used to dirty up sounds with heavy compression, so it's used to create gritty effects like footsteps on a dirt and gravel road or the sound of a campfire burning with the crackling sounds of the firewood. These plug-ins allow you to twist sounds with gritty, realistic sounding effects while still maintaining the organic feel of it.
A lot of sound designers don't actually go out and record their sounds themselves. Most designers typically rely on their library of sounds when creating sound effects because it is more efficient. They just have to get even more creative when editing them to make them sound unique and original. When field recording is done by hiring studios to go out and do the field recording for them and all of the sound effects we hear in video games are almost always recorded in a studio.
The process of recording sounds and implementing them into a video game is as follows: Recording, editing, creation of the in-game audio system, implementation and finally balancing. A sound designer must have a very good relationship with the animators and visual effects team, because one change in animation could mean a whole group of sounds must be replaced for new ones so the animation can perfectly match up with the paired sound for that animation. A games audio is not done in post-production but along with the development of the game, so it's very important to keep track of the work flow between animators and sound designers.
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