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Posted by on May 11, 2015 | 0 comments

Aotg.com: Audio Levels and Metering Pt. 1

As part of our continuing goal of promoting greater cross-discipline learning with media editing site Art of the Guillotine (Aotg.com), we’d like to bring your attention to their recent article Audio Levels and Metering: Pt. 1. While the article is largely focused at educating editors on good level and metering practices in non-linear editors, there’s some valuable information in the article, and it’s a great refresher on metering approaches even if you’re well versed on the subject. It also features a great side-by-side comparison video of four common meter types. Check it out here!

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Posted by on Jan 29, 2015 | 2 comments

Dynamics In Education – Interview With Michael Sweet, Professor of Game Audio at Berklee College of Music

 

Michael Sweet presenting at GDC

Michael Sweet presenting at GDC

As the Artistic Director of Video Game Scoring at Berklee College of Music, Michael Sweet leads the development of the game scoring curriculum.  Michael is an accomplished video game composer and has been the audio director of more than 100 award winning video games.  His work can be heard on the X-Box 360 logo and on award winning games from Cartoon Network, Sesame Workshop, PlayFirst, iWin, Gamelab, Shockwave, RealArcade, Pogo, Microsoft, Lego, AOL, and MTV, among others. He has won the Best Audio Award at the Independent Games Festival, the BDA Promax Gold Award for Best Sound Design, and has been nominated for four Game Audio Network Guild (GANG) awards. In 2014, Michael authored the book “Writing Interactive Music for Video Games” which is now available from Pearson Publishing.

Michael was a professor of mine during my studies at Berklee College of Music. Given this months’ theme of “education”, I thought it would be enlightening to hear Michael share his perspective as a professor of game audio with the Designing Sound community. So, without further ado…

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Posted by on Jan 26, 2015 | 4 comments

Learning Audio Middleware Online: Where to Start?

Where to start?

Knowing your way around audio middleware is quickly becoming a required skill to get a job in the game audio industry. If you are a sound designer and/or a composer that is looking to break into the world of game audio, learning how to work with various audio middleware solutions will not only give you a head start and set you apart from the “competition”, but it will also give you a greater understanding of how the technical side of things works and consequently you will have a greater appreciation of the inner workings of game audio. After Audiokinetic and Firelight Technologies announced their free license options (granted with some limitations), making Wwise and FMOD Studio available at no cost for the indies/small game development companies as of last year, now these programs are being used more than ever. There is no reason for you to not employ these options to create a more interactive and coherent soundscape for the game you are working on while also making life easier for yourself and the game developers.

But on the vast sea of knowledge and misinformation that is called the internet, how would you know where to start learning about these programs? Well, this is a guide to hopefully help you with that by providing you with a general outline of which resources and learning options are available right now for you to find out more about audio middleware as quickly and efficiently as possible.

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