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Art and technique of sound design

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"The Town" – Exclusive interview with Aaron Glascock and Curt Schulkey

September 28, 2010 by Jake Riehle

Ben Affleck stayed firmly planted in Boston area after his freshman directorial effort, "Gone Baby Gone". This time adapting author Chuck Hogan’s book "Prince of Thieves" about bank robbers in the Boston neighborhood of Charlestown with "The Town". Sound supervisors Aaron Glascock and Curt Schulkey answer some questions about their time on the film  below. (Designing Sound) … [Read more...]

Making Sci-Fi Weapons with Fireworks Library [Review + Demo]

September 27, 2010 by Miguel Isaza

It's time for another review and demo of a HISS and ROAR library. Now is the turn for an amazing library: Fireworks, recorded by Tim Prebble with other three recordists. The Library The library includes several kinds of fireworks and different performances for each one. Also, they recorded the library in multi-channel 192kHz WAV format, so you can find several takes from each … [Read more...]

Soundscalpel's Interviews with Ric Viers and JR Fountain

September 27, 2010 by Miguel Isaza

The guys at Soundscalpel have published two interviews on their articles section, one with Ric Viers (The Sound Effects Bible, Blastwave FX, The Detroit Chop Shop) and other with JR Fountain (Big Room Sound). Some sounds must be very difficult to record/create. Are there any particular sound effects you have had to make that stand out as problematic and what was involved in … [Read more...]

Implementing Sound for "Ace Attack" (iOS)

September 27, 2010 by Miguel Isaza

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...]

Audio Implementation Greats #8: Procedural Audio Now

September 24, 2010 by lostchocolatelab

This months Audio Implementation Greats series returns with the overarching goal of broadening the understanding of Procedural Audio and how it can be used to further interactivity in game audio. While not specifically directed at any one game or technology, the potential of procedural technology in games has been gaining traction lately with high profile uses such as the Spore … [Read more...]

David Farmer Special: Perception of Sound

September 23, 2010 by Miguel Isaza

I'd like to talk a little on the perception of sound. We've mentioned how intangible it is, and therefore our perception of it is wide open to our own interpretation. I like this definition of Perception, as found on Wikipedia: "The processes of perception routinely alter what humans see. When people view something with a preconceived concept about it, they tend to take those … [Read more...]

Sonnenschein's Webinar Report: Week II – Plugin Power

September 22, 2010 by Miguel Isaza

As I promised the last week, I'll be doing a weekly report of the Sound Design Webinar Series by David Sonnenschein, just to give you an idea of what is David doing on each webinar and solve any kind of doubts you have about that. In the second webinar David started reviewing some of the assignments given in the last session, and also giving more tips and great theories. For … [Read more...]

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