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Posted by on Nov 17, 2015 | 1 comment

News: The History of Animation Sound

Jimmy MacDonald holding the roll of bamboo that  was used to create one of the sound layers for the devastating forest fire in Bambi.

Jimmy MacDonald holding the roll of bamboo that was used to create one of the sound layers for the devastating forest fire in Bambi.

It has been said that during times of national economic hardship, people look to entertainment for relief. Taking that with a grain of salt, Walt Disney couldn’t have revealed Mickey Mouse at a better time. Though on the verge of the Great Depression, and with the film industry making its swift yet awkward transition into synchronized sound, Walt Disney Studios released Steamboat Willie in 1928, securing animation on the cutting edge as a medium capable of expressive sound effects and coinciding scores.

In her blog post, Kate Finan of Boom Box Post, explains how the Big Three – Walt Disney, Hanna-Barbera and Warner Bros. – developed their signature sounds for a form of entertainment as undeveloped as its film stock. Through compatible relationships and mentorship, these legendary sound teams were able to transform the initial utterances of animation sound into a dialect where KOs naturally produce a flock of warblers and pointy objects always make a nice sharp “poing!”


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Posted by on Nov 3, 2015 | 0 comments

Adventures in SFX – Creating Port of Call

Michael Raphael has been recording and releasing high res sound effect collections for sound designers and editors since 2010. His site Rabbit Ears Audio covers such diverse sonic ground as Hind Helicopters, train whistles, and typewriters. In a recent collaboration with Audio Director Rob Bridgett he has released a new library called Port of Call and they’ve kindly offered to give us some insight into its creation. Many thanks to Michael and Rob for this contribution.

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Posted by on Oct 26, 2015 | 0 comments

News: How to Create Horror Sound Effects

In an appropriately seasonal blog post over at A Sound Effect, Asbjoern speaks to Saro Sahihi of SoundBits, a boutique SFX library and sound design company. Saro, who has released some excellent gore SFX libraries, goes in-depth on how to achieve some truly squishy, wrenching, and disgusting gore sounds for all your horror needs. He even touches on some other horror mainstays, like how to achieve a good jump-scare sound, or crafting dark ambiences.

Head over to A Sound Effect to check out the whole article!

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Posted by on Oct 21, 2015 | 0 comments

News: Behind the Scenes with Plants vs. Zombies 2 Neon Mixtape Tour

Considering the newest Plants vs. Zombies 2 release has the word “mixtape” in the name, there was never any doubt that music would play a big role in the game’s experience. And as anyone who closely follows PopCap Games and their audio obsession, they’re not a company that does something halfway when it comes to sound or music. That’s why its a real treat that PvZ2 Neon Mixtape Tour audio lead Damian Kastbauer sat down with EA to discuss in depth how the team approached the variety of musical styles that appear in the new release. As always, the PopCap audio team has gone to great lengths to make a fun and immersive audio experience within the game, so be sure not to miss how they did it!

In addition, Damian has included some examples on his Vine page of some of the beat-syncing in action, both sounds-to-beat sync and animations on-the-beat.

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Posted by on Sep 22, 2015 | 0 comments

News: SOMA – Behind the Sound

There’s a common joke among game audio artists and designers: if you ask any number of sound designers what genre they’d most like to work on, the odds are good they’ll all say “horror”, twice. It’s no surprise it’s such a common answer, either; horror games offer designers some of the most interesting and diverse sound design opportunities one can come across. There’s no doubt that Frictional Games’s upcoming title SOMA fits this mold as well, evidenced by a fantastic blog post on Frictional’s website by the game’s audio director, Samuel Justice.

In the post, Sam discusses the approach he and the rest of the team took towards defining the distinct above- and underwater worlds of this eagerly-anticipated horror title. Sam goes into extensive detail on the techniques they used, both in the game’s engine and in content creation, to achieve a unique sonic identity for the game. Check out the post here, and also take a look at Sam’s other online home over at Sweet Justice, which features another great blog chock full of good info.

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