That's according to Wwise creator Audiokinetic
Speaking to Develop in an interview published online today, the vice president of Audiokinetic has explained why he feels the potential of audio on the current generation of platforms is yet to be fully realised.
"I feel that a fair number of games use just a fraction of what is available with the current generation of platforms," revealed Audiokinetic's Simon Ashby, who was speaking to Develop
"There are game developers that are still producing relatively simple audio designs for a number of reasons, including a lack of technical or financial resources, production cycles that are too short, or simply because they are just starting in the business and don’t have a lot of experience," he added. "So I think there’s definitely space to expand on the current systems."
Wwise has recently seen use in Army of Two: The 40th Day, Assassin's Creed 2, The Saboteur and Halo Wars.
Audiokinetic, which recently updated its audio middleware offering, is the subject of an in-depth interview, in which Ashby discusses the company's future plans, the advantages of long-term developer deals, and the new features of Wwise v2009.3, which now includes improved McDSP effect plug-ins and a range of new features to support high-end game development.
To read the full interview, click here.