Audio Implementation Greats #7: Physics Audio [Part 2]

In Part One we took a look at some of the fundamentals involved with orchestrating the sounds of destruction. We continue with another physics system design presented at last years Austin Game Developers Conference and then take a brief look towards where these techniques may be headed. UNLEASH THE KRAKEN In Star ... read more.

Related: , , , , , , , , , , , , . Comments 1. By Miguel. 2010-Apr-14@11:40.

Game Sound Study – Footsteps

Damian Kastbauer (author of the "Audio Implementation Greats") has published a really interesting post on his blog with a deep analysis of footsteps in different video games such as Prince of Persia, Dragon Age, Mass Effect, Fallout3, Borderlands, Brutal Legent and more. He also gives global concepts about the recording ... read more.

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Game Audio Podcast #3 Available Now

The third Game Audio Podcast is available now for download. This time the discussion is about "Interactive and Dynamic Music", with special guests such as Vincent Diamante (Composer/Sound Designer), Scott Morton (Composer/Sound Designer) and Wilbert Roget (Composer, Music Editor/Implementer). They also talk about some news featuring software such as Hybrid Reverb ... read more.

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Audio Implementation Greats #5: Ambient – The Hills are Alive

In a continued attempt to shed light on some of the best examples of Technical Sound Design in the current generation, I'd like to call attention to several titles that have pushed the envelope when it comes to the art of ambience. The all encompassing experience of “being there” in ... read more.

Related: , , , , , , , , , , , , . Comments 1. By Miguel. 2010-Mar-11@11:43.

Interview with Bay Area Sound Team

Julian Kwasneski, Jared Emerson-Johnson, and Damian Kastbauer, the guys at Bay Area Sound had a nice interview at MOJO, talking about his work on the company, the previous titles they worked on, and more. If you’ve played any game listed in the Mojo database, there’s a good chance that you’re familiar ... read more.

Related: , , , , , , , , , , , . Comments 0. By Miguel. 2010-Mar-09@10:47.

Audio Implementation Greats #4: De’ Bug and the Tale of the DSP Sound-Bomb

At the Game Developers Conference Audio Boot Camp in 2006 Scott Selfon, Senior Audio Specialist at Microsoft, peeled back the layers of the onion for game audio newbies and exposed those in attendance to a Project Gotham Racing 3 debug build which allowed audio designers to visualize the parameters of ... read more.

Related: , , , , , , , , , . Comments 1. By Miguel. 2010-Feb-24@11:45.

The Sound of “God Of War III” and “Game Audio Basics” on March Issue of Mix Magazine

The March issue of the Mix Magazine (Digital Edition) is now available with some goodies, including an article about the sound of God of War III with comments of senior manager Gene Semel, sound design manager Philip Kovats lead sound designer Paul M. Fox and sound designer Steve Johnson. It’s been ... read more.

Related: , , , , , , , , , , , , , . Comments 0. By Miguel. 2010-Feb-22@11:46.

Audio Implementation Greats #3: Crackdown – Realtime Worlds

One area that has been gaining ground since the early days of EAX on the PC platform, and more recently it's omnipresence in audio middleware toolsets, is Reverb. With the ability to enhance the sounds playing back in the game with reverberant information from the surrounding space, you can effectively ... read more.

Related: , , , , , , , , , , , , , . Comments 3. By Miguel. 2010-Feb-10@11:06.

The Next Big Steps in Game Sound Design

Some days ago I read this great article on Gamasutra created by my friend Damian Kastbauer, and I just realized that I didn't talk about it on the blog, so if you haven't read it yet, you can do it now: It's a great time in game audio these days. As ... read more.

Related: , , , , , , , , . Comments 0. By Miguel. 2010-Feb-08@10:58.

Audio Implementation Greats #2: Audio Toolsets [Part 2]

Developer created proprietary toolsets continue to provide a vital form of audio integration in the industry, especially in cases where the gameplay specific features need to be exposed and interacted with at a deeper level than what comes “out of the box” with most middleware. In the days before robust ... read more.

Related: , , , , , , , , , , , , , , . Comments 2. By Miguel. 2010-Jan-27@14:11.

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