Facilitator: Could you tell us your first impressions of CRI's middleware?
Obama: Of course. First of all, ADX worked in exactly the ways we anticipated. We have an in-house file system, but it didn't have the features we needed, as it wasn't capable of calculating streaming rates. When I first used ADX, I thought "This is it!" I was very impressed, - I literally threw both hands up in the air (laughs).

But for this project we had to focus on making the release on all three consoles possible, and that didn't leave much time to take advantage of all the features of ADX.
Oshimi: Well, please do on your next product!
Obama: Yes, I would certainly like to try applying the technology in different ways. In fact, we'd really like to create a project that would take full advantage of the features. For example, the Z Movie feature is something we would really like to try.

Oshimi: Our middleware products have had many features added and improvements made based on comments and requests from our customers. So there isn't a request we wouldn't be happy to hear. Even if it is something we've not yet announced, go ahead and let us know what features you need or want; those features could in fact already be under development. We like to keep our channels of communication wide open.
Obama: Well then, we'll have to figure out a way to get you to reveal those secret features! (laughs)
Oshimi: How did you feel about the sound quality of ADX?
Hata: No problems at all. We were able to use it with confidence on all the platforms. And, by the way, the loop feature was a godsend! Especially the fact that we could loop without doing anything special on our side. It was very easy for me to use.
Oshimi: At Namco, you must have a lot of original sound drivers. Were there any conflicts between those drivers and ADX?
Hata: Actually, there were hardly any problems. The few that did occur were easily worked around with slight adjustments, so no real problems came up.
Obama: We weren't too concerned, since we knew we were using middleware with a solid reputation.
Oshimi: That's good to hear, because when working with different developers and publishers, it's common for conflicts to occur. For example, when using graphics-based middleware, adjustments sometimes have to be made.
Hata: This time, we were working with three platforms, so the problem of conflicts was certainly on our minds. But as it turned out, there really were no major problems.
Oshimi: Of course, ADX doesn't make use of many system resources. (laughs)
Hata: Yes indeed. It uses a very small amount of memory - a very convenient tool.
Oshimi: That's good to hear!
