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Game Audio Podcast #16: GDC 2012

February 27, 2012 by Michael Taylor

A new episode of the Game Audio Podcast is now live. This edition features guests Kenneth Young (MediaMolecule)  and voice over artist DB Cooper discussing a wide range of topics related to the Game Developers Conference, including the submission and approval of sessions. Download the podcast, or listen to it at www.gameaudiopodcast.com … [Read more...]

Interview with Nick Wiswell, Audio director of Turn 10

February 26, 2012 by Michael Taylor

The vehicle focused Track Time Audio blog has posted an interview with Turn 10's and ex-Bizarre Creations Creative Audio Director Nick Wiswell,  covering the production of Forza Motorsport 4 and the pipeline of recording sessions to finished in-game audio for the car engines. TTA: Could you talk a bit about the process a vehicle goes through between recording session and … [Read more...]

AudioGaming to launch AudioWeather plugin at GDC 2012

February 22, 2012 by Michael Taylor

[youtube]http://www.youtube.com/watch?v=DGefQsuuS4M&context=C3c2cf31ADOEgsToPDskKONGbXEBAYTX1GVuUXVb-Z[/youtube] AudioGaming have unveiled their innovative plugin 'AudioWeather' for FMOD and other audio engines, and will be demonstrating the plug-in in action live at FMOD's Game Developers Conference booth (1532) in San Francisco, March 7th -9th. AudioGaming introduces the … [Read more...]

All In The Mix – The Importance Of Real-Time Mixing In Video Games

February 21, 2012 by Michael Taylor

Garry Taylor, the Audio Director of Sony Computer Entertainment Europe (SCEE) has started a new blog called Blessed Are The Noisemakers where he is posting his various conference talks and presentations. 'All In The Mix - The Importance of  Real-Time Mixing In Video Games'  is the first fruit of the new blog, alongside an interesting post on loudness standards. An excerpt of … [Read more...]

Recreating realistic audio environments

February 13, 2012 by Michael Taylor

UK based Audio Designer Samuel Justice has posted an interesting blog post discussing the importance of early reflections in recreating authentic sounding 3D environments. An excerpt of his article is below, and you can read the full article, with audio examples here Game audio is at an exciting turning point these days, not only do game makers realise the full potential of … [Read more...]

Top 10 Game Audio Mistakes

February 9, 2012 by Michael Taylor

[youtube]http://www.youtube.com/watch?v=WWR-j0Icfso[/youtube] Jesse James Allen, Audio Director at EA Sports Tiburon, delivered an hour-long presentation to the Advaced Interactive Audio students at Full Sail University on 'Top Ten Game Audio Mistakes', addressing misconception such as 'audio being a one person job', 'Audio is easy to integrate ' and 'Video game audio cliches' … [Read more...]

Recording Guns for BioShock Infinite: Parts Two and Three

February 9, 2012 by Michael Taylor

The Irrational Games Insider Blog has posted parts two and three of their Audio team's experience of recording firearms for BioShock Infinite. In part two, the team discuss the sensations of firing live weaponry that they were aiming to capture, and in part three, briefly touch upon the designing/editing process. Part one of the blog can be viewed here … [Read more...]

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