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!

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