A Tremolo AU plugin with Max
Tuesday, April 30, 2013
Last week I came across a post on the Cycling ’74 Wiki about exporting gen~ code into an AU plugin. It looked too simple a process to be true,…
Last week I came across a post on the Cycling ’74 Wiki about exporting gen~ code into an AU plugin. It looked too simple a process to be true,…
Guest post by Naila Burney. A major challenge in video games is to record and manage thousands of dialogue lines. In Mass Effect 3, for example, forty thousand…
Thanks to David Nichols @ Track Time Audio for reviewing this. When Varun asked me if I would like to review Audiogaming’s “Audiomotors” engine granular synthesis tool, I…
So far this month; Shaun Farley’s Pure Data Wavetable Synth series and Varun Nair’s pep talk An Intimidating Start have been great introductions into the word of Max/MSP and…
Guest article by Andreas Jonsson DSP beginnings Last year, I undertook a one-year Masters in Sound for Moving Image at the Glasgow School of Art, which got me…
In my previous post I mentioned about thinking of sound as data. What is this data? It could be the frequency of an oscillator, the resonance of a…
One of the things I remember most when I opened up Pure Data for the first time a few years ago was being terrified. A blank and intimidating…
I’ve written a new article for PSNEurope that attempts to explain just how big the game audio world really is. I probably could’ve filled another 2,000 words… Today’s game…
Sound Effects Independence continues, and February turned out to be a pretty busy month! Here are the latest independent libraries to released. [That we've noticed.] Chuck Russom FX…
This article is a guest post, written by Bernard Rodrigue of middleware vendors Audiokinetic, discusses loudness measurement over a range of game audio specific scenarios, such as mobile…

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