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Posted by on Feb 2, 2016 | 0 comments

Quick Tip: Using Templates in Wwise

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Guest post by Bradley Meyer

Like any tool in a game developers toolbox, Wwise is a deep, complex program with an owners manual longer than most novels. Who has time to read through an entire manual these days? I wanted to show off a simple, often overlooked feature in Wwise, which may not be readily apparent to someone who hasn’t read the manual. The ability to import a folder structure and apply a Wwise structure as a template to it can save a ridiculous amount of time when setting up structures in your project which may have a similar layout to other ones already in your project. With a little forethought and a few mouse clicks, the process of setting up complex structures in Wwise becomes an automated dream.

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Posted by on Jan 11, 2016 | 2 comments

PANO : Foley Synthesizer by Noise Makers

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Sound effect synthesis is finally coming back into vogue and with recent increases in development as well as processing power; we are seeing great leaps in quality.  In that regard I  have asked Charles Verron, a developer of PANO to write this article explaining what they have been up to with their “foley synthesizer.”

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Posted by on Jan 4, 2016 | 1 comment

Our Favorite Sounds of 2015

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The year 2015 has been one of many great articles, interviews, and discussions here at Designing Sound and we want to thank all of our readers for their attention, suggestions, contributions, and overwhelming support. There have been so many great films, shows, games, and events this year that we thought we would share some of our favorites for you to go back and check out in case you missed them!

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Posted by on Oct 18, 2015 | 5 comments

Audio Branding in Coca-Cola Advertising

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So last weekend I was on vacation in Atlanta with my recently proposed-to fiancee. In addition to going to a Ghost show, zoo, and the aquarium; we hit up the World of Coke.

The World of Coke museum is less of a museum and more of a huge advertisement for Coca-Cola beverages. From getting funneled in a short guided tour of memorabilia and then getting herded into a huge theater to watch a 7 minute commercial for Coca-Cola, the entire experience feels very much targeted at emotion, sentimentality, and and nostalgia.

The most interesting thing to me about the visit throughout the museum was the lack of actually seeing the brown liquid. Outside of a miniature working version of the Bottle Works, where you get to see them bottling Coca-Cola, you don’t *see* it.  However, you certainly hear it.

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Posted by on Oct 1, 2015 | 3 comments

How I Learned to Stop Worrying and Love the Restrictions

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Guest contribution by Matthew Marteinsson. Audio Director at Klei Entertainment.  Klei recently released Invisible Inc.

Restrictions. Usually it’s a bad thing. Something we fight against and
work around. I certainly look back at the restrictions of old consoles
with no fondness. But then you look at what The Beatles did with a 4
track (well a couple of 4 tracks and some bouncing) and you start to see
some magic in restrictions. These days with unlimited power in our tools
(relatively) putting some restrictions on ourselves can be a good way
to force yourself into some creative solutions.

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