While we still don’t know when FMOD Studio will come out of beta, we do know when some tutorial videos by Stephan Schutze will be available (right now).
Currently there are 4 new videos on the FMOD Video Channel which cover Interface Introduction (above), Project Setup, Multitrack Introduction and Mixer Introduction. FMOD Studio is a whole different beast than Designer so I would recommend getting a leg-up on these videos.
FMOD Studio is still in beta but can be downloaded here for Windows and OS X.
There is a pretty cool interview up at Transuranic Design Works with Sims series Audio Director Robi Kauker. I am always interested to hear about how audio teams uses software like Max/MSP in their process. One answer that was very interesting to me was on the subject of middleware:
JF: What do you think of the middleware approach to solving problems?
Kauker: Middleware is like defining your orchestra. Here are your limits; this is what your middleware does. You picked it, now run with it. I think that middleware solutions are absolutely necessary. You as a small developer are never going to be able to develop a PS3 title, if you have to write all that code, debug and fix, all of those solutions. If you’re spending your cycles doing that…we don’t do that in EA. For Sims 3, I’m taking the best of what Spore offered audio-wise, and reapplying it to Sims 3, very little changes.
SimCity 4 took the best of what SimCity 3000 had to offer. Because it was five years old, they refactored it, made it better, made it smarter, and added a lot of really cool stuff to it, so they could do their game. It’s a continual cycle of growth. Actually The Sims 2 took from SimCity 4. So it’s a constant cycle of development. I don’t reinvent the wheel; I steal more tech from the Need for Speed team, or the ideas from Medal of Honor, or the Harry Potter recording chain, versus the Sims recording chain. They’re different tools, but the ideas are similar to each other.
I think the above is very good advice as well as insight into how middleware and implementation can, and in many cases, should be used.
I should also point out that: “This is an expanded version of an article originally published 4.13.09 on Gamasutra. You can read the original at: Planet of Sound: Talking Art, Noise, and Games with EA’s Robi Kauker.”
Audiokinetik has announced a new partnership with Audio Ease. Altiverb IR packages on Wwise.
Audiokinetic Inc. and Audio Ease B.V. announce a partnership where Audiokinetic will distribute award winning Altiverb Impulse Response packages for the Wwise convolution reverb plug-in. The first package will be available before the end of this year and will contain 49 impulse responses mostly oriented for the reproduction of outdoor environments. Reproducing outdoor environments is probably one of the most difficult tasks for sound designers today and this package arrives at the right moment for professionals seeking quality and realism in their games.
“At the design phase of our convolution reverb, we set a very challenging goal that we could have the best technology from the post-production world running in games, said Simon Ashby, VP Products at Audiokinetic. Given that our convolution reverb operates with high performance and that we proudly partner with Audio Ease, which is certainly the most respected player in this field, I think we can say that we have achieved our goal”.
“Convolution reverb approaches the real world so much better than synthetic reverb that it had no trouble taking over Hollywood film sound. I hope this set of movie post-pro Altiverb IR’s will help convolution reverb do the same in game sound, added Arjen van der Schoot, Co-owner of Audio Ease. We had been waiting for the right opportunity to start applying our IR’s in real time in games. When Audiokinetic came along, we did not hesitate. I believe we have chosen to partner with a company as devoted to impressive sounding audio as we are.”
Audiokinetik | Audio Ease
Audiokinetic has released Wwise 2011.1, loaded with new features and enhancements:
- Now supports Apple iOS and Nintendo 3DS
- Enhanced Voice Limiting System
- Solo & Mute buttons (in the Mixing Desk, Property Editor, Schematic View, Soundcaster, Music Segment editor, etc)
- Convolution Reverb EQ
- New List View that streamlines daily operations including searching, validating and editing a list of objects with batch processing support
- Notes, Attenuation ShareSets, Positioning and new object types have been added to the Multi-Editor.
- The severity of SoundBank log messages can now be modified to allow more control over the code returned when using the Wwise command line application.
- New Event Action: Set Game Parameter
- Runtime Authoring
Also, they’ve created a new forum section on his site, where anyone can sign up and share ideas.
Damian Kastbauer and Anton Woldhek have published a new episode of Game Audio Podcast discussing stuff from the recent GDC 2011.
In which Damian & Anton discuss highlights from the 2011 Game Developers Conference with a focus on super sessions, off the hook parties, and the impression of a procedural audio groundswell.
Listen – GAP Episode #9