Originally Posted by JSt0rm
I've seen this as a issue in a larger game where the intro was the in game engine and instead of using a scripted sound set along with the engine they played back the audio as just a mixed down 2-track/6-track. Well as you can imagine all kinds of sync issues arrived because the fps is not stable and the audio kept chugging along at the certain rate so by the end of the 5 minute intro it looked like crapola.
Break your final mix into sections rendered out with all effects tails, wire up each one as an event triggered by the anims and drop it in like that. I've dealt with this problem, it's a major pain in the ass, but if you granulize your mix it will help. Leaving the effects tails will give you a bit of coverage if there's a slight delay in triggering the next stem.
And yeah, it eats up a little more memory in the long run, but if it's an in-game cinematic you should be dumping it all out of memory once the thing is done anyway.
I've seen this done (and done it myself) on a lot of UE-based projects. Matinee is NEVER stable.
The advice provided by dsteinwedel and NotVeryLoud is great. That's exactly what I'd do in your boat.
To jharvey, I've got a bit of advice:
Hit up game developers' trade shows (GDC, GDC Austin especially), start networking through game development sites and organizations. Make sure you're a gamer. I can't speak for other developers, but in my experience I've seen audio people come to us acting as if games are low hanging fruit, a way to supplement their TV/music/film income, etc, and it's a bit offensive. Our job is pretty specialized, and if we're doing it we're generally passionate about it, so we expect the people we work with to speak the language. My boss recently said "If you're a composer and you come to me for work, and you haven't played games, it's like telling a film producer you want to score their film but you never watch movies. It's insane."
So yeah... network, be into games (and learn everything you can about them), and network some more.
And as a reply to Jstorm's comment about scripting and implementation:
I'm the same way. I love doing this part, and consider it half the job. I've been an outsourced resource for developers in the past where they kept me up to date with builds and let me do this work on my own. But you've gotta know what you're doing, and you have to prove that to them. And you've gotta be secure. Sending builds out of house is risky, and some developers are not cool with the idea. But when you can get that sort of work, it's fun.
I firmly believe that the implementation is half of the sound design process for games. Everything we do content-wise is based around how it is hooked into the engine, and creative implementation can increase the effectiveness of sounds in a game. This is what separates us from our cousins in TV and film.