Guest post by Naila Burney. A major challenge in video games is to record and manage thousands of dialogue lines. In Mass Effect 3, for example, forty thousand lines were recorded, and in Saints Row: The Third, eighty thousand lines were needed. Having to deal with so much dialogue can be extremely time consuming and expensive. For this reason, I decided to build a prototype … [Read more...]
Designing Ambiences in Max/MSP
Guest article by Andreas Jonsson DSP beginnings Last year, I undertook a one-year Masters in Sound for Moving Image at the Glasgow School of Art, which got me properly introduced to the wonderful world of DSP and the seemingly endless possibilities of Max/MSP. Having dabbled briefly in Pure Data and coming from a background of computer programming, it didn’t take long … [Read more...]