Showing posts with label Game Audio Relevance. Show all posts
Showing posts with label Game Audio Relevance. Show all posts

Tuesday, March 15, 2011

Game Audio Relevance 008

Infinite Jest - The Lung
I've said it before and I'll say it again, there is a tremendous amount of Game Audio news spewing forth from the interwebs on a daily basis. While this series attempts to wrap them all up with a shiny bow every month, the never-ending march of time is constantly stomping on my "leisure" time. I've recently launched an IASIG working group with Jory of StudioJory.org and we will be attempting to bring these links to a easily searchable, heavily tagged, and constantly updating content management system.

This is an official call for assistance!

If you are web savvy, looking to help build a database of Game Audio Relevant articles, and have some free time to spare...please do drop a line so that we can coordinate our efforts and round up this pile of content and get it out there for people to benefit from.

Until then, the spice must flow!

The Oxford Handbook of Interactive Audio Call for Papers April 1st Deadline rapidly approaching! 


Vancouver Computer Music Meetings: http://vimeo.com/vcmm 


'Four Guns West' panel about Audio in multiple AAA fps games up on http://publications.dice.se + http://slidesha.re/eMNjSy

What, @IASIG facebook Group? http://on.fb.me/f85yJF 
Now with Pictures from the #GameAudioGDC Mixer!

Did you know that the Interactive Audio Special Interest Group @IASIG is now on twitter? 
Well now you do!

.end of line.

Monday, February 07, 2011

Game Audio Relevance 007

February is upon us. I love looking back at a months worth of Game Audio links and seeing patterns in the static that filters through the #gameaudio twitter hashtag. This month finds some amazing resources: from Ben Houge who accidentally unearthed  a deluge of EndWar related media, fantastic synapses of the recent AES Conference from a fellow with his head firmly wrapped around the spirit of interactive, a deep dive into sound propagation inspired by a question posed by Dr. Karen Collins on the Project BBQ reflector, and some oldies but goodies dug up to help mark time in the weightless existence of winter.

Hard to believe that #GameAudioGDC is just around the corner, see you all there!

---

Joe Cavers write-up of the AES Games Conference in London 
Day 1 - Day 2

Excellent simple animations to illustrate the complexity of how sound waves travels through space:
Wavefield Synthesis and Holophony: www.holophony.net

Intel - Interactive Geometric Sound Propagation and Rendering
1994: 3-D Sound for Virtual Reality and Multimedia
NASA Publications on audio, acoustics, etc by Durand Begault

Sound Propigation
Acoustics Primer
The Soundry

Top 20 Gaming Sound FX Video
Sander Huiberts: PhD thesis about audio - immersion - games

Isn’t being a Game Audio professional enough? –asks Christopher Hegstrom
Bleeps and Pops: Interactive Car Audio System
Interview with Firelight Technologies (FMOD) by Nathan Madsen
Creating Audio for the iPhone - by Nathan Madsen
[Interview] Guerrilla Games Senior Sound Designer Lucas van Tol
Audio and Gameplay: An Analysis of PvP Battlegrounds in World of Warcraft
How to Break into Game Audio from back in 2006
Oldie but goodie: Game Producer's Guide to Getting Along with Game Audio
Exclusive Interview with the Sound Design Team of "Mass Effect 2"

Unity Music Manager
Unity 3.0 Game Audio Features Previewed

New Post: Baiyon - LittleBigPlanet2
Interview with Little Big Planet 2 Audio Lead Kenny Young

iOS game sound best practices
Old School Mobile Audio Technology Explained - Mobile Audio Formats Roundup from 2004

Dead Space 2 's Creative Director Speaks Love the quote in this article about the Game Audio team!
A master of horror: Jason Graves talks Dead Space 2 music

"Star Wars: The Force Unleashed II" – Exclusive Interview with Brian Tibbetts and Damian Kastbauer
An interview with David Collins about his work on Star Wars video games

Slides from Ben Houge's EndWar Audio Post-Mortem
Ben Houge's EndWar audio page http://www.benhouge.com/endwar.html
The Sounds of War: Q&A with Ben Houge, Audio Director on EndWar
EndWar Podcast #1 - The Sound of EndWar w/ Ben Houge, the man behind the sounds

Director Chris Sweetman tells all about Brink's sound design and weapon audio
GDC 2011 announces Game Audio talks from Final Fantasy, Pixar, Gears of War3
Interview with Irrational Games' featured employee of the month, sound designer Pat Balthrop
Interview with Jordan Fehr: The sound of Super Meat Boy
The Sounds of Skyrim
Interesting article on async sound loading from Insomniac Games David Thall
New Blog Post: RESULTS: HOW DO YOU LISTEN TO YOUR MEDIA?
An interesting read: The year I gained the courage to ignore video game music
Article in Develop on Fable III and Dialogue production now also online
AudioMedia: Fable 3 – Dialogue of a Legend
Gryzor87’s How to use PXTone program to make your own game music
The Sound of “Medal of Honor”
The Next Leap Forward in Audio
GameAudio interview w/ IASIG Chair Steve Horowitz
More About the Sound of "James Bond 007: Blood Stone"
Edge 2010 Audio Design award

Dead Space 2 Hardcore unlocks Hand Cannon: uses voice, goes "Peew" like HL2 Mod

Wanna see an outtake from the 2006 Game Audio Jam @ GDC?

Ye, that's @TheMightyFatMan playing guitar case at the end!

Wednesday, January 05, 2011

Game Audio Relevance 006


This series of game audio relevant links may serve as sort of an origin story for me, as I am floored on a monthly basis by the amount of related output that goes by on a monthly basis. What makes this the genesis of the 'lab you might ask? Well as few as 5 short years ago, you'd be remiss to find much out there regarding game audio on the net, at least information about the technical side was significantly lacking. I often found myself buried in SDK docs for HL2 or reading through OpenAL programmer API's in order to understand some of the fundamentals of how audio get's integrated into games. To say that we are in an information age is understating the obvious, but there really is a ton of stuff out there flowing down the stream of interactive audio if you've got your ears on.

Hopefully there's something of interest in this latest batch of madness, keep em' peeled!

Game Audio Rewind: 2010
Audio Implementation Greats #10: Mushroom Men -Made for the Metronome
Game Audio Podcast Ep 7:  Mushroom Men -Made for the Metronome
Frank Bry Special: Sound Design for Supreme Commander: This Is Just Way Too BIG!
Frank Bry Special: Methods of a Metadata Madman [Part 2]
Frank Bry Special: Methods of a Metadata Madman [Part 1]
“Fallout: New Vegas” – Exclusive Interview with Audio Director Scott Lawlor
New audio middleware company on the scene:  http://www.giganticsoftware.com/
Mix Magazine: Naughty Dog Puts a Byte into Game Audio
GameAudio101: Brian Schmidt on the past, present and future of Game Audio
Gamasutra: The Sound Beneath Our Feet
Gamasutra: Resetting Accessibility in Games
Chuck Russom and Watson Wu featured in Game Sauce Magazine
How Players Listen - Simon N. Goodwin
Irrational Games - From the Vault: The Audio Incident


UDK weapon sounds triggering external synths like SuperCollider through OSC
More UDK madness from Sound Designer Graham Gatheral

Epic Games Announces Unreal Dev Kit For iOS Arrives
iOS Audio Design: What Everyone Needs To Know
What mobile means for Game Audio, from an insider.
Game Audio 101: Lode Runner Goes Mobile
Binaural audio game for iOS: Papa Sangre

Audio Jobs Blog: Lectures, and paid/ unpaid opportunities
"Oddworld: Stranger’s Wrath" – Dev Diary 3: Audio
Video Interview with Watson Wu
Civilisation V soundtrack was scored in Sibelius
The Music of LittleBigPlanet 2
LittleBigPlanet 2 video interview with Baiyon on in-game synthesizers
The Music of Splatterhouse
Flashback Interview 2009: Interview with deadly creatures composer Dave Lowmiller
CAS Quartely: Game Sound from the Ears of a Linear Mixer
Gunpei Yokoi exhibit and unreleased SNES mouse game called Sound Fantasy
Game Audio Podcast Ep 6: Independent Sound Libraries
The Force Unleashed II (Music Review)
Engine Audio 2010 Year In Review. A spotlight our year gone by.
Q&A: Kenley Kristofferson on Interactivity in Manitoba Music
The Troublesome Truth about Voice-Overs
In The Future, Will All Cars Have Built-in Synthesizers?

Ambisonics
Third-Order Ambisonic Extensions for MaxMSP With Musical Applications
Next-gen Cross-platform Audio Technology w/ OpenAL - Creative Labs GDC 2007
Dirt Interview - Simon N Goodwin
Blue Ripple Sound - Rapture3D
Ambisonics: 3D7.1
3D Sound for 3D Games - Beyond 5.1 - Simon N. Goodwin
Interview: Simon N Goodwin, Codemasters: Dirt2
Interview with Simon Goodwin of Codemasters on the PS3 game DiRT and Ambisonics

Got more?

Monday, January 03, 2011

Game Audio Rewind: 2010

Now that 2010 is closed out, I just wanted to take a second and round up a batch of links to various projects that I was involved with and get them all lumped into a 'splosion of game audio. Every single one of them was made better by the involvement of others, and for that I am thankful.

It is truly a beautiful thing to work along side such creative individuals and to be able to share the common goal of engaging people in the art of sound. I hope that the new year comes with new prospect, and that you will all continue to shape and inform the future of interactive sound to the fullest.

Best to all in 2011!


Audio Implementation Greats
Audio Implementation Greats #10: Made for the Metronome
Audio Implementation Greats #9: GRAW 2 MP: Dynamic Wind System
Audio Implementation Greats #8: Procedural Audio Now
Audio Implementation Greats #7: Physics Audio [Part 2]
Audio Implementation Greats #6: Physics Audio [Part 1]
Audio Implementation Greats #5: Ambient – The Hills are Alive
Audio Implementation Greats #4: De’ Bug and the DSP Sound-Bomb
Audio Implementation Greats #3: Crackdown – Realtime Worlds
Audio Implementation Greats #2: Audio Toolsets [Part 2]
Audio Implementation Greats #1: Audio Toolsets [Part 1]

Game Audio Podcast
Game Audio Podcast #7: Mushroom Men - Made for the Metronome
Game Audio Podcast #6: Independent Sound Libraries
Game Audio Podcast #5: Mini-Episode
Game Audio Podcast #4: Procedural Game Audio
Game Audio Podcast #3: Interactive & Dynamic Music
Game Audio Podcast #2: Footsteps & Foley, Design & Integration
Game Audio Podcast #1: Ready, Set, GO!


Lost Chocolate Blog
AES 2010: game Audio Track Wrap
Procedural Sound Now [LINKS]
Content is King - Rise of the Independent Sound Library
“Game Audio Basics” March Issue of Mix Magazine
Footsteps – Informal Game Sound Study
The Next Big Steps In Game Sound Design - Gamasutra
Conan - Melee System Overview

Game Audio Relevance
Game Audio Relevance 005
Game Audio Relevance 004
Game Audio Relevance 003
Game Audio Relevance 002
Game Audio Relevance 001


(I kindof felt like I was busy this year, but the above only represents my un-billable hours)

Games Shipped
Back to the Future: Episode 1
Poker Night at the Inventory
Star Wars: The Force Unleashed II
Sam & Max: Devil's Playhouse
Puzzle Agent
CSI: Crime Scene Investigation - Deadly Intent

Wow, just wow.

Future
GDC 2011 Speaker: Footsteps - Informal Sound Study

Hope to see you soon! 
-lcl

Wednesday, December 01, 2010

Game Audio Relevance 005


You wake up late for school man you don't wanna go!

New Audio Oddworld: Stranger's Wrath Dev Diary
Registration is now open for the AESorg 41st Conference on Audio for Games!
Machinima.com personal picks - Inside Gaming Awards 2010 Best Sound Design
Wwise 2010.3 Now Available

Designing Sound - Jamey Scott Special: Reader Questions
Designing Sound - Jamey Scott Special: Unreal Tournament [Exclusive Interview]
Designing Sound - Jamey Scott Special: Gears of War [Exclusive Interview]
Designing Sound - Audio Director Mike Keogh on the sound of "The UnderGarden"
Designing Sound -  “Fable III” – Exclusive Interview with Kristen Quebe, Kristofor Mellroth and Shannon Potter

TinySubversions: GDC networking stories from Jeff Edward Ball
First videogame console was mute! Magnavox Odyssey: Music To Play Games By via SounDesignBlog
SALMAN RUSHDIE raps on RED DEAD REDEMPTION & THE VIDEOGAMES
We Love Indie GameMusic
Game Audio Forum München
Zach Quarles New blog post: 10 Years Strong
Terraformers post mortem - a 3D game for both blind and sighted
“How Video Games are Different from Anything You’ve Worked on Before!"
Time Machine - part IV: Sound Tricks of Mickey Mouse
The Polynomial: Space of the music
Battlefield Vietnam Hardware #7: The Sounds of the 60's
Official photos from AESSF
Buy MP3s of sessions you missed at AESSF
In The Loop: Planning for Feedback in Game Audio Production
GraphicalScores.org Everythings related to graphic scores and Wiki
The Music of Majin and The Forsaken Kingdom
New "Field and Toys 2010" video here
Maya pyramids = acoustics riddle
FABLE III: A Fable in and of Itself
Making of Rabbit Ears Audio Hydrophonic Library

Using FMOD and simple music visualizer demo code and slides are up
Kawasaki ZX6R sound with fmod designer
Intro to Audio API's: FMOD, Wwise & Unreal

New MusicofSound blog post:: Creative Process
The Artistic Necessity Of Constraint
Robert Henke (Monolake) speaks of Making Decisions in Music Making

Dynamic Interference - New site post: Rollback...AES 2010 Day 3
Dynamic Interference - New site post: Rollback...AES 2010 Day 2

Interview with Composer Jared Emerson-Johnson on Tales of Monkey Island
Interview with Jared Emerson-Johnson Bay Area Sound's Composer Wunderkind

Trinigy/ Firelight Partner to Bundle FMODEX into Vision Engine 8 via EngineAudio.com
One of the best demonstrations of sound design in the FMOD Sandbox I have seen in a while via EngineAudio.com
UDK problem using Distance Crossfade for 1p/3p sounds, sound gets retriggered. Ideas on a fix? See Video Example via EngineAudio.com

via Lost Lab (that's me!)
Music Vault: The Pac-Man Album
Game Developer - Sound Design: The Forgotten Team
AES 2010 - Game Audio Track Wrap

Keep em' peeled,
-lcl

Wednesday, November 10, 2010

Game Audio Relevance 004

Hot on the heels of my AES 2010 Wrap Up I'm corraling the last months Game Audio related news into a impossibly verbose and undigestible chunk of internet link goodness.

SONORY is a company that specializes in synthesizing the sound of vehicles
Goldeneye DS Dynamic Music
Now Hear This - "Sound Rendering" and Harmonic Fluids
RjDj-style augmented/interactive sound-project based on the Inception-soundtrack?
Andy Serkis on Enslaved and acting in video games
Framework for making 2D games with Lua using a basic OpenAL interface.
A 'batteries included' awesome sauce solution to getting Lua up and running.
Presentation .PDF of San Fran GameSoundCon 2010 talk on procedural audio for games
N64 -Wii, Re-imagining “GoldenEye 007? Exclusive Interview w/ Graeme Norgate and Steve Duckworth
Notation vs BINKY vs visualisation
Microsoft DirectMusic Producer - No I haven't missed you, but here we are again.
Whats So Special About Interactive Audio?
Call for Papers: The Oxford Handbook of Interactive Audio
Making Interactive Music
Dynamic Music in Wwise
Shmusicup: Dodge Bullet Patterns Created By Your Own Music
Behind the Sounds of Fable III: From Chicken Singalongs to Very Angry Dogs
Epic Mickey Music and Sound
Good piece on Rock Band 3, Power Gig, and the decline of music games.
Rock Band 3, Behind the Scenes: When A Music Game Gets More Real
An Interview with Zachary Quarles, ID Software’s Audio Lead
The Game Audio Tutorial's take on Portal's GlaDos
Stephan Schütze: FMOD 101
Stephan Schütze: Using XACT for Sound Design
Stephan Schütze: Boingy Boingy Boingy - Why I hate repetition and what can be done about it.
Interview with New Vegas composter Inon Zur
Part 2 of a behind the scenes look at Back to the Future: The Game, 'Hey McFly!' now!
Ben Long talks with Jeff Essex, a veteran of Interactive Audio
Stadium Crowd Recording Session - NCAA Football UF Gators vs. LSU Tigers
Sound in Canabalt
Information about Attenuation and the Distance Model in the Unreal audio system.
'From the Shadows of Film Sound', is available now!
Interview: Super Meat Boy 's Silly Take On Classic Platformers
BeatPortal - How to get music in video games
"How to get into the Video Game Industry" (Sound Designer Edition)!
[GCAP 2010] Interview: Emily Ridgway - Emily Industries
Brutal Legend: More Than Just Noise: It's Called...Heavy Metal!
Aaron Marks Special: Function of Game Sound Effects
Podcast with Bernie Krause, who collected an impressive library of soundscapes: listen to ants singing!
Soundtracking Mario - Koji Kondo. Edge Mag article
The tech behind the music of Fallout: New Vegas' Mojave Wasteland
Sound of the Dead: audio design in Dead Nation
Official PS3 sound bar designed to enhance game dialog
Mick Gordon interview with the awesome Stylus Monkey
Splash Damage Talks Audio for "Brink"
Subversion: Dev Blog 20 - Multi-track Music w/ tool pics and video examples

A ton about BioShock Infinite's tech? Check out this reply from TD Chris Kline

"BioShock 1's audio system was... umm... "sub-optimal". This time around our sound team demanded a new audio pipeline based on AudioKinetic's WWise technology that supported 5.1 with adjustable dynamic range and a fully dynamic mixing system. Not only did our engineers rise to that task, but they subsequently took it up a notch and implemented both a custom sound propagation system (so voices properly echo down corridors and around buildings) and a dynamic wind audio system that reinforces the dynamic weather in the world."

Audio Implementation Greats #9: Ghost Recon Advanced Warfighter 2 Multiplayer: Dynamic Wind System 

Now that I've got all of that off my chest, it's time to get back to work!
-lcl

Monday, October 11, 2010

Game Audio Relevance 003


Climbin' in your internet snatchin' your game audio links up.
Hide yr tweets, hide yr tabs. (Hide yr tweets, hide yr tabs)

AudioStage: New dimensions in 3D audio authoring
Caught in a Loop: The Sound of Falling Tetrominoes
Keeping (Audio) Budgets Low and Spirits High
What the iPhone’s Sound Capabilities Can Do for Your Projects
Game Audio 101: The Creative and Technical Aspects of Music & Sound in Games
Reactive Music: Can artists learn from game developers?
The Sound of “Enslaved” (Video)
Bogotá AES online Presentation - Info on sound design for games & "How to Get a Job"
More About the Sound of "Crackdown 2"
Interview with iD Audio Lead Zack Quarles
Videogame soundtracks are often better than movie scores
Behind the music of Civilization V
The Music and Sound of “Front Mission Evolved” (Video)
Breaking into Game Audio
Nice selection of resources for learning about field recordings by The Wire Magazine
PSAI (Periscope Studios Audio Intelligence) outlined in EDGE magazine (zipped pdf)
Wwise - Convolution Reverb, DSP, Sidechain, YouTube Tutorials
Commandments of Bug Tracing
Implementing Sound for “Ace Attack” (iOS)
Julian Treasure on Sound health in 8 Steps
One to One & One to Many Relationships in Game Audio
Minnesota Sounds: Ice cream and summer, I hardly knew you
The Sound And The Fury Of Fallout: New Vegas
Sound Development for Ace Attack
Learn about sound waves and their sources watching this vintage video lesson
Sound and music for Retro City Rampage
Develop Magazine: Care in the Development Community
Penumbra Audio Physics
Making of Amnesia - Sound Designer Tapio Liukkonen
Mixing movies vs. mixing games. Watch ‎"HALO: REACH" game audio video!
Master of Sound: Tyre Textures & Indiana Jones


GameAudio Podcast #4 - Procedural Game Audio
Audio Implementation Greats #8: Procedural Sound Now!
Procedural Sound Now! [LINKS]


Hopefully I can keep rounding these up once a month to keep the aggregate digestable.
Where do you go for your daily dose of game audio related news?

-lcl

Thursday, September 02, 2010

Game Audio Relevance 002


Time again for a round up of game audio articles, if you're missing the party over on twitter feel free to tune into the #gameaudio search and watch things tick by in realtime.

Today's post officially marks my transition back in the saddle at the home studio after leaving behind the fertile environs of my "Summer Job" in San Francisco. In my wake is a studio under reconstruction, an amazingly artistic bunch of people, and one game that has successfully pushed my personal bar of quality when it comes to game audio. I can't wait for y'all to get your ears on it, it has truly been a pleasure to again work with one of the finest groups of creatives in the industry.

So, whats next?

I'm happily soliciting answers to that question and on the hunt for interesting projects, but in the meantime here are a few of the things that will be keeping me busy:

The Game Audio Podcast is back in production! 

Anton and I recorded a quick mini-episode on my way out the door from SF which should help bridge the g.a.p. (lol) until the technical difficulties of the official Next Episode have been dealt with.

What an episode it is!

Just to put it out there, we have rounded up three figureheads in the world of procedural audio and put them to task at defining the current state of affairs and setting sights on what the future holds. If you're like me, eagerly awaiting the synergistic return of synthesis to our current generation of consoles, you might be surprised to hear about all of the potential on the horizon.

The return of Audio Implementation Greats!

This series has been on hold during the great push to get TFU2 out the door. That said, I've been slowly working with some creative game audio pioneers to gather up and put forward some details on the cool tricks that may have been overlooked in the past. Keep em' peeled for more on this in the near future!

Until then, I'll leave you with this bevy of Game Audio Relevant links that should keep your gears turning:

...and if that doesn't keep you busy maybe you should GET BACK TO WORK! :)

Until next time true believers,
-lcl 

Sunday, June 20, 2010

Game Audio Relevance 001


Inspired by Tim Prebble and his Detritus series over at the incredible Music of Sound Blog I've decided to round up a host of links floating around online that have specific relevance to Game Audio. Maybe not the first time i've attempted such a round up, but hopefully I can get onboard with keeping these digestible from now on, this one is rather lengthy...we'll see how it goes.

A powerful ally for narrative: The audio of Bad Company 2
Game Audio Basics” March Issue of Mix Magazine

Cracking the Code: Breaking Into Game Sound

Edge Magazine takes a good, hard look at the state of Game Audio

Interview - Bay Area Sound

An oldie on surround music in games

Erick Ocampo Talks About the Sound Design of  “Front Mission Evolved”

Exclusive game audio videos from GDC posted!

Footsteps – Informal Game Sound Study

The music and sound of Flower

Akira Yamaoka's Sound Design Lecture at GDC 2010

Cadet 227 - An action/adventure game for the visually impaired / blind.

The Beautiful Sounds of Arcades: Arcade Ambience Project

Tutorial blog post - Adaptive Music with FMOD

Sound Spam - Interactive Audio Crimes in HEAVY RAIN

Dead to Rights: Retribution - Creating a coherent audio mix Pg.54

GDC 2010 - Lua and adaptive audio - Don Veca (Dead Space/ Activision) Presentation

Chuck Russom Special: God of War I & II

Chuck Russom Special: Call of Duty

DICE Publications: Audio Presentations

Video Game Audio Breakdown - Interactive Music [lecture]



Introduction to Audio API's, Comparison between Xact, FMOD, Wwise, And Unreal

The Sound Design of "Splinter Cell: Conviction" (Video)

Video with Lightning Bolt bassist/game scorer Brian Gibson

"FMOD Designer 2010 – Let’s Take a Look"

Recording motorcycles for the SBKX video game 

Develop is stocked with audio goodness. BF2, Wwise, and interactive dialogue

Interview: Audio Director Kristofor Mellroth on the sounds of Crackdown 2

Mario Music of Golden Proportions

Evolution of PC Audio - As Told by Secret of Monkey Island

LeftBrainBlog: Game Audio Inspiration - Dead Space

Why Audio Guys Use "Nice" Speakers

Develop Magazine: The Evolution of Middleware, FMOD Spotlight and Audio Track 2010

Psai Engine: "Periscope Studio Audio Intelligence"

APB in-game music sequencer

BerkleeLC forum "A Crash Course in Video Game Sound Design"

Stefan Strandberg on the Sound of "Battlefield: Bad Company 2"

Article about audio in the game design process

Disney Adds New Audio Descriptions to Theme Parks

Getting game audio right

Microsoft Gamefest 2010 Audio Presentations

How to break into Game Audio

UDK Game Audio Demo Project - Extensive Documentation

Blog post about closed captioning in games [CC]

Blind Community Upset By Nissan’s Choice of Sounds for New Elecrtric Car


The wealth of knowledge on the subject of game audio is somewhat staggering these days. It wasn't so long ago that I can't remember reading between the lines in articles trying to figure out how they did this and that in whatever game or interactive project was being discussed.

Hopefully the details of different techniques being exposed will lead to a better understanding of what goes on behind the scenes, and continue us down the path of standardization and best practices as an industry.

Got more links?
Drop em' on by!

Wednesday, May 09, 2007

LCL - GAME AUDIO LINK DUMP

Been heavy in the throes of development on Conan, and some other game audio related projects.
In the meantime here's a roundup of a ton of old game noise related articles, and a few off topic sound/ music related ones as well.
Hope yr all doin' well!

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Here's one pimpin' the dynamic duo AKA Julian & Jared over at Bay Area Sound who I've been working with alot lately:
Bay Area Sound - AN INDEPENDENT GAME SOUND COMPANY CHANGES WITH THE INDUSTRY

An old one from Julian:
Julian Kwasneski: Inside Game Audio

A recent one from Jared:
Gabez does Bay Area Sound

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Another prolific local (game) audio talent is none other than Fairfax's unofficial mayor Jory Prum
I case you haven't checked out the articles on Studio Jory you can peep em' here:
What's Your Story, Jory?

From Scarface to Simlish - BAY AREA TALENT TACKLES A SPECTRUM OF GAME SOUND

*Bonus points if you can guess who referred me for the gig out here...hint: JORY!

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A very well done audio dev journal entry by Mark Lampert from right before Oblivion was released:

IT’S QUIET … ALMOST TOO QUIET

Some pics of the Audio Tools, Discussions on VO technique, good good good!

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Just in case y'all havent come across this delicious overview of audio development posted by Steve Kutay @ Radius360 over at gamedev.net:
Bigger Than Big: The Game Audio Explosion

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Samurai Champloo: Sidetracked
Samurai Champloo: Sidetracked
Grasshopper Manufacture/Namco Bandai Games America
PlayStation 2

Samurai Champloo is the latest hit by Cowboy Bebop creator Shinichiro Watanabe, who might well be described as the Sergio Leone or Quentin Tarantino of the anime world. Killer7 developer Grasshopper Manufacture has what might be described as strong aspirations to be the Quentin Tarantino of the videogame world. So this is a sort of clever pairing. The big talking point is the relationship between the underlying music and on-screen action; every attack combo available to the player is timed to the music. The player can choose between two soundtracks for any given level, each of which opens different control possibilities. Bloodletting is hyper-gory by intention, to get a reaction out of the player. It's all... that kind of stuff.


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While not game related per se, I thought I'd drop some King Kong related sound links on this thread for reference for those interested:
Kong is King (Video) Post Production Diary (Search for "sound" and you'll come up with some treats in the foley/field recording, and music/ mixing related categories)

King Kong: Mammoth Post Power Yields Epic Results (Audio post article)

Scans from a book on the making of the Original Kong (With regards to the Sound/Music prodiction/ techniques.)

And re: Game Production
Kong is King Gaming Site

CGWorld - Aping Film

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wow, here's a super fun little location based field recording listening device

Sound Cities

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Sonification of the poetic act of cycling:

RAHMENBEDINGUNG
Direct Video Link

A bycicle equipped with sensors and conected to a sound-computer via
a wireless device, forms the personal musical interface of each
performer. the organic data-stream of parameters like direction,
speed, accelerarion, pedal-speed, pedal-direction etc is bound to the
inner logic of riding a bike - hence we don't want to fall down. the
outer logic is the architectural determination of the space, the
bycicle path, as well as the position of the audience. these general
conditions structure the music, on the other hand we will ride the
bike in a musical way which defines our movements in space and evokes
a choregrafie.

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Made out of people: Games and Sound

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Big Wheels Sound Studio Q&A

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Making the Game: Audio/Sound FX Production
An interview with dSonic's Vincent Stefanelli, Kemal Amarasingham, Simon Amarasingham.

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Making Those Games Sound Right
Foley and Game Sound at Skywalker Ranch

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Audio Director Heather Sowards Talks About the Sound Design of EverQuest II

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Skillset - Games: Audio Engineer - Computer Games

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IGDA - Breaking In/ Audio

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Titan Quest run down from Scotticus

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Smearing Discontinuity::In-Game Sound

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An article I wrote up on Sonification & SotC:
Shadow of The Colossus - A Sonification Case Study

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I came across this interesting Radiant Slab: Field Recording Repository with lots of great field recordings uploaded by various, and encourages like minded sharing. (email address contact)

Possibly a good source to share sounds in addition to the already excellent Freesound, SoundTransit, and Sound Cities.

From the site:
This field recording repository is an extension of the eGroup disscussion list Phonography. Although this is primarily for the Phonography readers, others are welcome and encouraged to upload their recordings.

Share your field recordings through the web form below. Any file format is accepted, though MP3 is preffered.


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Some deep thinking on the theory behind all of the Beatles' Music...with some interesting studio discourse and extreme dissection:

Allan Pollack's Notes On Series - The Beatles

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Until next time true believers!
-dk

Monday, February 05, 2007

Diversity and Non-Standard Randomization


The limitless potential of diversity and non-standard randomization.

We've all been there, several hours into a game and we just can't take it anymore. The same gunshot over and over, a signature spell or power-up...whatever the case, we've all been bitten by the repetition bug at some point in our gaming marathons. Some of these cases seem to have been deliberately crafted to impart their sonic signature on your brain in no uncertain terms, others were simply due to space and budget constraints. For example; the famous Zelda chime, Pac-Man's gobble, super Mario's jump...all have left a lasting & pleasurable impression in my mind as the quintessential sound of each action they represent, whereas the same four footsteps looping for several hours in any RPG have not.

It is now becoming standard to introduce randomization and weighted prioritization of sounds of the same type in order to introduce an amount of further believability.

The case for the use of these techniques should not be underestimated as the savvy gamer will quickly be pulled out of the moment by the ceaseless repetition of the exact same sound over and over. Unless this repetition is meant as a sonic-branding of the sound in order to promote its singularity, the sound will quickly grow tiring in a game that uses it often.

Another way to combat repetition is though the randomization of adjustable parameters such as volume and pitch. Most audio engines support this ability, and if a sound is assigned an acceptable range within which to randomize, you will get a large variable of potential sounds playing back with a high degree of diversity.

Figure out a way to turn four footsteps into forty, or multiply the number of different explosions by ten. Build a system that uses and recycles layers of sound that are combined in-engine, resulting in a random selection of sounds in each layer. Break down your ambiance into a combination of long loops and randomized stingers, instead of settling for a stereo mix.

In todays game design culture it is often taken for granted the large number of assets needed to create an appealing world that remains interesting throughout the course of game play. Even as available space continues to grow on todays consoles, it still remains a necessary task to do as much with as little as possible. As sound designers, we can plan for, and extend the use of sound using implementation tools in order to diversify the audio landscape of the game world.

Friday, July 21, 2006

Shadow of The Colossus - A Sonification Case Study

The significance of establishing pleasure in the sonification of emotionally driven sound effects.

It happens without your knowing, everyday waking up to the sounds of the world. Each step as familiar as it is different. Your day alive with the noise of life constantly updating your auditory experience. Within this environment we come to identify and identify with the various recurring dramatic sound elements during our travels.

Our morning cup and it's brewing, the familiar slam of a car door, the double click of a mouse, engaging the bubbler, stepping off the elevator...each with it's own distinct sound rooting us firmly in the present. With immediacy and a sense of appropriateness, sound helps to support and imbue our sonic landscape with a sense of familiarity/foreignness, pride/shame, and accomplishment/failure.

In Shadow of the Colossus it is this sense of pride and accomplishment that is reinforced through the use of sonification, audio branding, or ear-cons in an attempt to connect the pleasure of an act with a resulting identifiable, and understandable sonic cue. This allows the player to recognize immediately the weight of what has transpired, and emotionally connect though sound.

An example would be in the explosion of each colossi statue after their defeat. Each statue explodes with the same reverse-reverbed wind-up, followed by impact, and the inevitable sounds of scattering boulders and spraying debris. Each time the same sound and each time conveying the same dramatic weight, immediately recognizable as the falling of yet another in a long line of ancient creatures. The sound of success boiled down to a single sonification.

It was often a goal at the end of a level in Super Mario Brothers to elicit the most fireworks by jumping on the flagpole at the appropriate time. My reward wasn't the completion of a level, but an opportunity to hear the supernatural sound of the fireworks that came after a successful jump...and the more fireworks, the better it felt...for me because of this sound.

We are swiftly approaching an age where audio will be freed from the current file size/quality restrictions, much to the delight of game audio-philes everywhere. With this increase in space and quality, comes the expectation of diversity in the sounds used to represent the worlds we create. Diversity, often used to increase audio immersion and further the suspension of disbelief through the use of multiple samples, randomized pitch or volume, and dynamic 3D world positioning for real world elements can go along way towards improving the feel of a game through sound.

However, within this diversity we must continue to bring across the impact of emotional reward at times through the use of consistent identifiable sounds.

See also:
icad.org
generatorx.no
we-make-money-not-art.com sound