Atlas Obscura has published an interesting article about how Sound Designers tackle sounds inside the human body. According to Hughes and Babcock, those decisions are mostly based on the infrastructural makeup of the body, and the idea that, as the camera zooms through this environment, it’s encountering different materials. “If there’s a bone, we’re going to hear cracking,” … [Read more...]
Discogs Launches Gear Database Gearogs
Music cataloguing database and marketplace service Discogs recently launched Gearogs, an open platform which aims to create the worlds largest database of audio equipment. In an interview with Thump, Discogs CEO & Founder Kevin Lewandowski says: I've also been focusing on what we call our meta-projects. Like applying the Discogs concept to other things. We've started [a … [Read more...]
Randy Thom: The Tyranny Of Reverb
Randy Thom just published an interesting piece on the (over)use of Reverb on his blog. I think another natural tendency of ours also drives us to over-reverb: humans are innately fascinated by reverb. It’s why so few of us can resist blowing our car horns when we drive through a tunnel. It’s why the voices of the clergy seem all the more holy in the echo-y environment of a … [Read more...]
The Sound Design Of Star Wars Rogue One
Sound On Sound just released a in depth behind the scenes video of the Sound Design of Star Wars Rogue One. We had the great pleasure of visiting the iconic Skywalker Sound in Northern California to talk to Supervising Sound Editors Christopher Scarabosio and Matthew Wood about world creation, making sci-fi weapons sound realistic, and how some unexpected sampling brought … [Read more...]
AES Forms Group to Explore Audio for New Realities
In a recent press release the AES announced the formation of a new group to advance the science and application of Audio for Virtual, Augmented and Mixed Reality environments. Our initial objectives will include collating the state of the art in audio for new realities across recording, composition, sound design, spatial audio, environmental analysis and auditory scene … [Read more...]
The Technical Details Behind Facebook 360 Audio
In a recent post on the Facebook engineering blog, Varun Nair & Hans Fugal explain in great detail the technical details behind Facebook 360 Audio. You can read the complete article here. … [Read more...]
Valve Launches Steam Audio
After acquiring Impulsonic earlier this year, Valve just released Steam Audio, a new spatial audio solution with physics based sound propagation on top of HRTF binaural audio for games & VR. The Beta of the SDK is available free of charge & currently supports Windows, Linux, macOS, and Android. For more details please visit the official announcement. … [Read more...]






