Some days ago I read this great article on Gamasutra created by my friend Damian Kastbauer, and I just realized that I didn't talk about it on the blog, so if you haven't read it yet, you can do it now: It's a great time in game audio these days. As we move forward in the current console generation, several emerging examples of best practices in audio implementation have been … [Read more...]
Exclusive Interview With Tom Smurdon, Audio Director of "Dark Void"
Dark Void is a new sci-fi adventure game from CAPCOM for Xbox 360, PS3 and PC. The story is about a cargo pilot called William Augustus Grey who crashes into the Bermuda Triangle and is teleported to a parallel universe. With the help of other survivor humans and Nikola Tesla, Willian have to go back to the earth, but first fighting with all kind of creatures on the Void. Here … [Read more...]
From UT3 to UDK: Top 10 Changes to the Unreal Audio System
Chris Latham from Engineaudio has published a video with his top 10 changes to the Unreal Audio System from UT3 to UDK. 10. New Sound Actor Icons 9. Multiple Sound Slots for AmbientSounds 8. SoundGroups are now called SoundClasses 7. SoundClass Editor 6. Ambient Zones 5. Visual of Min Radius 4. Switch from OpenAL to XAudio2 3. Improved Distance Models 2. Improved Low Pass … [Read more...]
Audio Implementation Greats #2: Audio Toolsets [Part 2]
Developer created proprietary toolsets continue to provide a vital form of audio integration in the industry, especially in cases where the gameplay specific features need to be exposed and interacted with at a deeper level than what comes “out of the box” with most middleware. In the days before robust audio middleware toolsets this may have been the only way to get past the … [Read more...]
Audio Implementation Greats #1: Audio Toolsets [Part 1]
After steeping in the current console generation, several examples of best practices in audio implementation have been exposed through articles, exposes, and video examples scattered across the internet. In an attempt to overview some of the forward thinking front runners in the burgeoning field of Technical Sound Design, I've been pulling together examples of inspirational … [Read more...]
Scott Bilas Shares Wwise Tour Goodies and Tornado Outbreak Project File
Scott Bilas Senior Engineer at Loose Cannon Studios had a presentation on the last Wwise Tour 2009 at Seattle, with Robert Ridihalgh, co-founder OMNI Audio. They talk about Tornado Outbreak and the Wwise implementation on the game. Scott is sharing on his blog the presentation files with the slides of his lecture at Seattle, and the Wwise Project File for the game. On Tornado … [Read more...]
Game Audio Podcast Episode #2 Available Now
Damian Kastbauer and Anton Woldhek has published the second issue of Game Audio Podcast, with really good stuff and fantastic guests. Discussion: Footsteps & Foley – Design and Integration Special Guests: Audio Director Julian Kwasneski, Senior Sound Designer David Steinwedel and Audio Director Kenneth Young Sound of the week: Stuka Dive Bomber Play Room: Battlefield … [Read more...]





