Bruce Wiggins, lecturer for Electronics and Sound at the University of Derby, UK released a inverse filter IR which aims to equalize the coloring that happens due to the different HRTFs used by Youtube for content delivery. You can read the full article on Bruce Wiggin's blog. … [Read more...]
Martin Stig Andersen On Using A Human Skull For The Sound Design Of “INSIDE”
In a recent article on Gamasutra Martin Stig Andersen, well known for his Audio work on "Limbo", shares some insight on his Sound Design process for Playdead's new title "INSIDE" & how he used a Human Skull for sound processing. You can read the full article here. … [Read more...]
New SFX Libraries: September Recap
(Image Credit: Wobblephones.Com) If you are releasing a new SFX library and you would like it to be included in our recap, send us the details with our SFX Independence Submission Form. Please only notify us of libraries that were released within the last month or substantially updated. September's Sound Effects recap features a Keyless Piano, Trains, Atmospheric … [Read more...]
Sound That Fits The ($10) Bill – An Interview with Nevin Steinberg, Sound Designer for “Hamilton”
We're kicking off this month of "Sound for Live Theater" with a very special interview with Nevin Steinberg who was kind enough to answer some of our questions about the world of sound for theater, and also some specific questions regarding his work as the Sound Designer for the musical "Hamilton" by Lin-Manuel Miranda. Nevin is a Sound Designer who's worked on over fifty … [Read more...]
Monthly Theme: Sound for Live Theater
"Stand-by SQ 01, monthly theme... monthly theme Go!" Ok, so this month we're going to be taking a look at the world of sound for live theater. This is the world where many argue the term "Sound Designer" found its first use. A world where multi-channel discreet sound systems going into the hundreds of speakers could be found long before film. Where the dynamic, adaptive … [Read more...]
Sunday Sound Thought 40 – Finding a Balance with Pride
As the year continues, many of these posts will be philosophical in nature. Some will be in contradiction to previous postings. These are not intended as truths or assertions, they’re merely thoughts…ideas. Think of this as stream of consciousness over a wide span… When I started thinking about this post yesterday, it was from the idea of editing for the mix...prioritizing, … [Read more...]
Thoughts and opinions on sonically handling fail states in video games
Picture by gratisography In regards to this month about “failure”, I wanted to bend the subject a bit by talking not about human failure but handling failure as part of an audio designer job for a video game. For this, I decided to ask people who worked on games where character failure is prominent or even a central point. With no further addition before delving into the … [Read more...]






