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Art and technique of sound design

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Scott Morton on Combat Audio for “Star Wars: The Old Republic”

May 24, 2011 by Miguel Isaza

New article at the official website of "Star Wars: The Old Republic", featuring sound designer Scott Morton. Hi, my name’s Scott Morton, and I’m one of the audio designers who helps create the soundscape for Star Wars™: The Old Republic™. I spend half my time coming up with new sounds for different parts of the game (explosions!), and the other half conceptualizing … [Read more...]

Sound Design and Music in “Hunted: The Demon’s Forge”

May 23, 2011 by lostchocolatelab

Jamey Scott and Kevin Riepl talk about Sound and Music with the developers of "Hunted: The Demon's Forge". Giant Bomb Video: Sound Designers Talk Shop … [Read more...]

Interview – Greg Hill at Track Time Audio

May 23, 2011 by lostchocolatelab

Realtime vehicle audio simulation is one of the trickiest implementation challenges and definitely has the most moving parts. While most agree on the complexity and necessity for special handling when it comes to vehicle sound, the approaches can vary widely. From recording techniques to tools and implementation, Track Time Audio has been providing a resource for enthusiasts … [Read more...]

MPR Top Score – “an in-depth listen to video game music and talks with the people who make it”

May 23, 2011 by lostchocolatelab

The line between music and sound can sometimes be incredibly thin, and so I think it is worth noting the recently launched Minnesota Public Radio series of interviews with video game music composers that exposes some of the process and insight behind the scenes presented in tersely edited podcast format. The series provides some great background on game music in general as well … [Read more...]

AudioMedia: Battlefield Bad Company 2

May 23, 2011 by Miguel Isaza

This month's issue of AudioMedia magazine has an article with the audio team of Battlefield Bad Company 2. Read it here. … [Read more...]

Surprises

May 17, 2011 by Miguel Isaza

"There's no excuse for having a mental or creative block in sound. You can just go out and collect things in the real world - they make the sound, not you. It's very restricting to always use a library for sound effects. It's much more interesting and freeing to go out and record new sounds because you never know what you're going to get." - Gary Rydstrom … [Read more...]

David Sonnenschein Special: Sound Spheres Pt. 2

May 14, 2011 by Shaun Farley

Following up on David's previous post, the excerpt from his Sound Sphere article, he and I had a conversation over the phone to go into a little more detail. Here's the full transcript. David Sonnenschein: So, I know you read the excerpt that was posted for Designing Sound, but have you read the whole article as well? [ed. full article appears in "The New Soundtrack" volume 1, … [Read more...]

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