A Tremolo AU plugin with Max

Tuesday, April 30, 2013
TremAU

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,…

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Using Max/MSP To Build a Fictional Language Dialogue System

Monday, April 29, 2013
FLDS

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…

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AudioMotors – Review

Friday, April 26, 2013
audioMotors

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…

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DSP Environment Learning Resources

Wednesday, April 24, 2013
Max/MSP Logo

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…

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Designing Ambiences in Max/MSP

Monday, April 22, 2013
table

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…

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Scaling and Design

Friday, April 19, 2013
scaling

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…

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An Intimidating Start

Friday, April 12, 2013
plus5

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…

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All Fun and Game Audio

Thursday, February 28, 2013

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…

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February’s SFX Independence

Friday, February 22, 2013

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…

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Different Loudness Ranges for Console and Mobile Games

Wednesday, February 20, 2013
loudness

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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