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A Quick Introduction to SuperCollider

April 26, 2013 by Shaun Farley

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...]

Building the World in Your Books

November 19, 2012 by Shaun Farley

Guest contribution by Chris Didlick We are Box of Toys Audio, a music and sound design company with studios in London and Stockholm. We provide audio services for commercials, branding, trailers and all manner of projects. With the ongoing innovation and expansion of digital media we are sometimes offered new and uncharted avenues for creativity, which is why when we were … [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...]

Audio Implementation Greats #7: Physics Audio [Part 2]

April 14, 2010 by lostchocolatelab

In Part One we took a look at some of the fundamentals involved with orchestrating the sounds of destruction. We continue with another physics system design presented at last years Austin Game Developers Conference and then take a brief look towards where these techniques may be headed. UNLEASH THE KRAKEN In Star Wars: The Force Unleashed we were working with two physics … [Read more...]

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