Audiokinetic has released Wwise 2011.1, loaded with new features and enhancements: Now supports Apple iOS and Nintendo 3DS Enhanced Voice Limiting System Solo & Mute buttons (in the Mixing Desk, Property Editor, Schematic View, Soundcaster, Music Segment editor, etc) Convolution Reverb EQ New List View that streamlines daily operations including searching, validating … [Read more...]
“The Insiders Guide to Music & Sound for Mobile Games”, New eBook by Ben Long
Ben Long has released a new eBook called "The Insiders Guide to Music & Sound for Mobile Games". Mobile is by far, the fastest growing sector of the video game industry. New mobile devices appear almost weekly, each promising heightened user experience. This has created new challenges for audio professionals. Join Ben Long as he reveals the creative, technical and business … [Read more...]
Tips on Audio Creation for iPhone
More cool tips on working with audio development for the iPhone, this time from Nathan Madsen at iDevGames. Introduction Because creating audio content specially for the iPhone isn’t too drastically different than creating audio for any other game, this article is a relatively brief collection of tips about how to best adjust audio for the iPhone. Where’s the bass?! The … [Read more...]
Designing Sound for iOS Platform
Great article on Gamasutra with useful information about working with audio in the iOS platform. Since the launch of the iPhone, apps have been big, especially in the games sector, which has seen some sell like AAA titles. Major developers have added the iPhone to their list of available platforms for existing titles, as well as moved to develop unique titles just for it. It … [Read more...]
Symbolic Sound Releases Kyma Control for iPad
Kyma Users: If you don't have an iPad yet, you'd love to get one now. Apart of the amazing sound making apps you can found there, Symbolic Sound is announcing the release of Kyma Control, a new iPad app that offers different control options for Kyma/paca(rana) systems. For use in the studio, on stage, in a theatre or performance venue, in an installation, in the lab, at home, … [Read more...]
Implementing Sound for "Ace Attack" (iOS)
My friend David Steinwedel has sent me an interesting article he wrote about the audio implementation process of a game called Ace Attack, coming soon for the iOS platform. Ever since Pong premiered, audio implementation in games has mostly been thought out in the same way: For every action on the screen, a sound must play with that action. This one-to-one relationship between … [Read more...]