Reading the wiki is a bit confusing. Are those guys sound engineers ? It looks more like they are coders who made an audio library. I'm not sure if they are actually making sounds or providing a way to have this sounds played in games.
Anyway, let's ask a few questions.
Like lucid I'm not really familiar with their list of games.
Nevertheless I see a lot of "web" tags, so I would like to know the format of sound they used.
How do they deal with the problem quality/size of the file in the end (I guess they have a certain amount of space given in the final product, how do they handle putting all the ressources in a limited amount of storage).
I'd like also their take about the opinion on the future of audio handling in html5 (related to Ashley's last blog entry, even if I'm sure you guys are already up to ask it ;) )
I would also like to know if they ever have to deal with "dynamic" music. In the past (understand the 90's) I remember of some games popping up on the market and putting the "dynamical music" as a feature. The music was to follow the action. If you were in a quiet room with no ennemies, music was cool and calm and as soon as ennemies, or something would happen, the music would became more aggressive/rythmed to follow with the action.
So what's the status on this technology in 2011, how is it handled, is it still actual or was the concept abandonned ?
As sound engineer, how do they handle such technology, do they only deal with the musical part (as in writing variations of the same theme that would fit any action given) or do they have a take on the coding part ? the scenario writting part ?