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.

Related: , , , , , , , , , , , , , , , , . Comments 0. By Miguel. 2010-Mar-12@10:33.

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.

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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.

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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.

Charles Deenen Special: “Need For Speed” [Exclusive Interview]

For years, Charles Deenen has been the audio director of the Need for Speed Franchise. I had a nice talk with him commenting about some aspects of the audio of the award winning franchise. Let's read: Designing Sound: First of all, tell us something about your passion for cars, and what ... read more.

Related: , , , , , , , , , , , , , , , , , , . Comments 1. By Miguel. 2010-Feb-23@10:51.

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.

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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.

Exclusive Interview With Tom Smurdon, Audio Director of “Dark Void”

Dark Void is a new sci-fi adventure game from CAPCOM for Xbox 360, PS3 and PC. The story is about a cargo pilot called William Augustus Grey who crashes into the Bermuda Triangle and is teleported to a parallel universe. With the help of other survivor humans and Nikola Tesla, ... read more.

Related: , , , , , , , , , . Comments 2. By Miguel. 2010-Feb-03@10:52.

From UT3 to UDK: Top 10 Changes to the Unreal Audio System

Chris Latham from Engineaudio has published a video with his top 10 changes to the Unreal Audio System from UT3 to UDK. 10. New Sound Actor Icons 9. Multiple Sound Slots for AmbientSounds 8. SoundGroups are now called SoundClasses 7. SoundClass Editor 6. Ambient Zones 5. Visual of Min Radius 4. Switch from OpenAL to XAudio2 3. Improved Distance ... read more.

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