Guest post by Naila Burney. A major challenge in video games is to record and manage thousands of dialogue lines. In Mass Effect 3, for example, forty thousand lines were recorded, and in Saints Row: The Third, eighty thousand lines were needed. Having to deal with so much dialogue can be extremely time consuming and expensive. For this reason, I decided to build a prototype … [Read more...]
Designing Sound Discussion Group Archive
While we haven't done an inordinate number of them so far, we've created a page to give you quick access to all of the recordings of previous Designing Sound Discussion Group presentations. This should save you the time you'd otherwise have to spend searching the site to find the one specific recording you want to watch. The direct link now appears in the top menu under the … [Read more...]
Generating Complexity in Max
Guest Contribution by Mark Durham With this post I want to look at some strategies for generating control data in Max, or more specifically generating complex envelopes for controlling parameters. Now I expect that designing envelopes is nothing new for most Designing Sound readers; it's been a staple technique for manipulating parameters on a timeline in most DAW's, … [Read more...]
Max/MSP Webinar Recording Now Available
The recording of our Max/MSP webinar with Les Stuck is now available. That is all. Access the recording here … [Read more...]
AudioMotors – Review
Thanks to David Nichols @ Track Time Audio for reviewing this. When Varun asked me if I would like to review Audiogaming's "Audiomotors" engine granular synthesis tool, I excitedly agreed as it's a product I was looking into for my own purposes as well. Audiogaming supplied us with a Protools plugin on version 1.0.2 which does have some new features over 1.01, which is the … [Read more...]
A Quick Introduction to SuperCollider
Guest Contribution by Graham Gatheral Let's be honest: code can be daunting. All those words and numbers and operators and punctuation errors... For a start, there's no GUI. How are you supposed to make anything without a GUI?! Well, as we'll see later we can make a GUI-based synth in SuperCollider with just a few dozen lines of code! But let's put GUIs to one side for now, … [Read more...]
Pure Data Wavetable Synth – Part 8
Despite all of this, I’m still relatively new at Pure Data and the Max language. To those who chime in with corrections or clarifications in the comments, you are most appreciated! If you’re new to PD, make sure you check the comments section for clarifying info provided by generous souls. We're picking up steam here. The synthesizer is essentially done. What we're doing in … [Read more...]




