Many thanks to Brad Dyck for contributing this interview. You can follow Brad on Twitter @Brad_Dyck BD: How did you get involved in game audio? SK: It all started back in 1995. I was in a band and our keyboard/synth player, Jeff Van Dyck, was working for EA. He was working on the soundtrack for NHL 96 and needed a guitarist to lay down all the riffs, so he hired me. … [Read more...]
Finding Your Way With High Dynamic Range Audio In Wwise
Guest Contribution by: Louis-Xavier Buffoni – Software engineer at Audiokinetic HDR in a Nutshell HDR (“High Dynamic Range”) audio is a technique which draws its inspiration from the local adaptation method used in HDR imaging, which “attempts to maintain local contrast, while decreasing global contrast.” [1] In audio, this local/global dichotomy applies to time, and contrast … [Read more...]
Thank You to our February Contributors!
The month is wrapping up, and tomorrow we start a new featured topic. It's that time, once again, to thank all of the wonderful people who contributed guest articles and participated in interviews with us here on the site. Owen Green, who contributed not just one, but two articles about loudness and metering Tomoya Kishi, of Capcom, for his herculean effort in sharing … [Read more...]
Loudness In Game Audio
Finishing up Loudness Month here at Designing Sound I asked the good folks at Audiokinetic (makers of Wwise), Firelight Technologies (makers of FMOD) and G.A.N.G. IESD about what is happening in game audio in regards to loudness metering. From the G.A.N.G. IESD Committee: "Loudness and monitoring levels have been very high on the IESD's agenda since the the organization … [Read more...]
Capcom Audio Director Tomoya Kishi Interview
Japanese video game composers and musicians get a good bit of coverage and acclaim over in the West, but the people making the booms and whoosh sounds don't seem to get much visibility. To that end I reached out to Tomoya Kishi, who is the Audio Director and Senior Manager of Audio Design and Production at Capcom: "Tomoya Kishi joined Capcom in 2001, beginning his career as … [Read more...]
Wwise Project Adventure – Damian Kastbauer
I had the wonderful pleasure of throwing Damain Kastbauer some questions about the Wwise Project Adventure which is available with the latest version of Wwise ® – WaveWorks Interactive Sound Engine® Designing Sound: Tell me a bit about Wwise Project Adventure. What is it? What is it's purpose? Damain Kastbauer: "The Wwise Project Adventure - A Handbook for Creating … [Read more...]
Interview with Leonard J. Paul, of the School of Video Game Audio
With the rise in popularity of sound design, and game audio as a career choice among audio engineers, there is a growing call for formal training and education courses that will prepare prospective professionals accordingly. Last week, I posted this open call for students to enrol in the School of Video Game Audio. The co-founder of the School, Leonard J. Paul, has been kind … [Read more...]