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Reverb: The Science And The State-of-the-Art

December 18, 2012 by Jack Menhorn

Guest Contribution by Anish Chandak In the previous article by Ian Palmer on this month’s theme of Reverb, you have already seen various creative uses of Reverb. Here are my two cents to the creative: using reverb to synthesize physics-based sounds for percussion instruments. [youtube]http://youtu.be/i7D_ao-LUBw[/youtube] In rest of this article, we stick to the uncreative, … [Read more...]

Rewind…Audio Implementation Greats #3: Crackdown – Realtime Worlds

December 13, 2012 by Shaun Farley

In the run-up to this month's reverb theme, former contributor Damian Kastbauer suggested we re-run this article he put together discussing the game Crackdown for XBOX. The article may be two years old, but the content remains undeniably relevant. Never one to ignore good suggestions, here we are... One area that has been gaining ground since the early days of EAX on the PC … [Read more...]

EMT 140 Plate Reverb

December 11, 2012 by Jack Menhorn

Guest Contribution by  Elizabeth McClanahan, Assistant Mixer at Heard City  EMT 140 Plate Reverb The majority of today’s common reverb plugins contain plate reverb settings, the designs of which are primarily based upon the popular Elektromesstechnik (EMT) 140 model plate. Upon its introduction in 1957, the EMT 140 Reverberation Unit quickly garnered popularity, providing a … [Read more...]

Creative Uses of Reverb

December 6, 2012 by Shaun Farley

Guest Contribution by Ian Palmer There are a lot of technical articles on Designing Sound so I thought I’d try to balance that with this month’s theme of Reverb. We all know that reverb is used to create realism. Adding the correct or appropriate reverb to ADR will instantly make the dialogue fit better into a scene and remove the artifice of the replacement. However, we can … [Read more...]

Psychoacoustics: Faking the Space

December 3, 2012 by Shaun Farley

When building the space that sounds occupy, it may sometimes seem like overkill to load up those DSP hungry (though wonderful) reverb plug-ins. They can be a pretty big load when it comes to even the mildest amount of spatialization, and it can also be time consuming to configure one to emulate an outdoor space. I thought it would be worth sharing a trick of mine for both … [Read more...]

Welcome to Reverb Month

December 1, 2012 by Shaun Farley

Sound occupies space. Actually, sound is a wave (or set of waves) that travels through a medium. So, it's not so much that it occupies a space, but is trapped within it. Sound interacts with that space, fills it, bounces around inside it and, if it causes enough vibrations, can bleed out into adjacent spaces. The interaction between sound and the space it occupies can tell us a … [Read more...]

Creating the sound for LA Noire

April 10, 2012 by Michael Taylor

Kpow, the folks behind the audio design of 2011 hit LA Noire, have published an insightful analysis of the audio systems created in FMOD Designer and used in the game, illustrated by picture maps. The post also discusses how the team pursued the 1940's aesthetic, and the care and attention used to construct the in-game  reverb definitions. The whole article can be viewed here … [Read more...]

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