Abstract: Online multiplayer battle arena League Of Legends (LoL) provides an interesting example for the discussion of many common audio issues facing today's developer. With more than 40 playable characters, thousands of lines of Voice-over, 3D and 2D SFX spatialization, a wide variety of music over multiple maps, and two different delivery engines, LoL included virtually every type of audio implementation. In this session, we'll discuss the basic audio structure used in LoL, the implementation process used with common middleware engine FMODex (Firelight), and the basic SFX and music creation process. Additionally, this talk will outline a basic approach to working with audio under SCRUM, a prevalent software development methodology. Quicktime and live-demonstrations will be used throughout.