Sunday, August 15, 2010

Content is King - Rise of the Independent Sound Library


Like sand through the hourglass, so are the days of our lives...well, the sands of time in my life have been moving a little too fast for me as of late. In the blink of an eye months have passed by in a rapid succession of: too much coffee, overtime dinners, and late nights all alone with a test tube. During that time there seems to have been a renaissance in Sound Libraries and a fully embraced digital download model for distribution.

Before I get into all of the new hotness out there in the world of content, I have to level with those of you who don't know where my loyalties lie. In a great overview of Sound Design roles in the game industry Rob Bridgett helped to clarify the newly embraced title of Technical Sound Designer which "implies that implementation and design of systems of playback is an integral part of (the) sound design process" and goes on to legitimize the moniker as a viable niche within the game audio community.

Since the moment I designed my first sounds for a small casual game it became immediately apparent  that there was more to game sound than just delivering content and calling it a day. Once my sounds had been integrated by the programmer I received a build back that found the beautifully sculpted tails of my one-shot's truncated after each successive re-triggering of the sound. While it ended up sounding cool, it was definitely not my intention. From here my fascination with the interactive playback of sounds took over for any desire I had for actually creating the sounds. The challenge of getting great sounds to play back appropriately when triggered from the mega-multitimbral synthesizer that is today's audio engine was just too interesting for me not to pursue.

As luck would have it I fell in with Julian and the content creators at Bay Area Sound and have since been spoiled by the level of quality that he and the rest of the team bring to every project I've worked on since officially starting in the industry (not to mention the other talented sound designers I've had the pleasure to work along side). With no concern over the content side of the equation, I've been free to pursue the craft of Technical Sound Design to the fullest without having to worry about the raw materials. It's true that the best sound can end up sounding bad if implemented poorly, but when the two are working together synergistically what you end up with is a whole that is greater than the sum of it's parts.

In short: for me it's all about the implementation, but I couldn't do it without great content.



Which brings me back around to the reason for this post: the plethora of options available as alternatives to the big-box sound libraries that have been used (and over used) in the short history of sample based game audio. But before we get to the bounty, here are some great sound design specific blogs that have sprung up recently, most of whom can also be found pontificating on a daily basis in the twitter-verse:

Chuck Russom
Noise Jockey
Miguel Isaza
Field Sepulchra
David Steinwedel
Music of Sound
Master of Sound
Left Brain (Audio) Blog
Colin Hart's Sound Kitchen
The Recordist
The Educated Sound Designer

It should come as no surprise, once you've read some of the passionate explorations of sound and field recording, that several of these fine fellow's have climbed on top of the capitalist mountain and have begun to bring some of these audio gem's to the masses. In several digestible forms of easily attainable audio packages, these trendsetters have spearheaded a new model focused on a high level of specificity, extreme quality, consistency, and user friendly bundles of sound. It has been pure joy over the past few months watching the launch of these personalized libraries, and I can't help but feel that the community aspect of twitter has helped foster a positive growth environment for each of these during their development. The support I've witnessed between sound professionals during these online tweets has constantly reinforced the beauty that can exist between people who, it is safe to say, all have a profound respect for one another.


With that, I'll unload on you a host of links that, hopefully, you'll come to rely on in your search for unique, highly variable, and affordable sound design elements. Several of these can be purchased in different sized bundles depending on the need for variation, sometimes including a free set meant to whet you sonic appetite.

Hiss and a Roar

Currently Available:
-SD001 VEGETABLE VIOLENCE
-SD002 SWISHES
-SD003 SEAL VOCALS
-SD004 FIREWORKS

For review's see Tim's about page, and be sure to read (and listen to) Miguel's write up's.

Currently Available:
-REA001 ROCKETS

Author of the excellent Field Sepulchra Blog Michaels new venture recently launched with a bang!
Chuck Russom FX

Currently Available:
-Metal FX SFX Library
-Rocks SFX Library
-Skateboard SFX Library
-Handgun Foley SFX Library

Chuck has been at it long enough to know the unique demands of game audio, and the high level of variation represented in his libraries speak to his experience in creating multiple versions of the same sound to keep listener fatigue and repetition under control.

Currently Available:
-Ultimate Ice Sound Effects Released
-Broken World: Glass Sound Effects Library
-Thunderstorm HD Sound Effects Library
-Special Edition Sound Effects Library

-SB-DRS01: Doors of Stone
-SB-DUD01: Dungeon Doors
-SB-DED01: Demonic Doors
-SB-SFD01: SciFi Doors
-SB-MTE01: Metallic Energy
-SB-SFE01: Sci-Fi Energy
-SB-RM01: Rocket Man
-SB-SPF01: Space Fighters
-SB-SPF02: Space Fighters 2

As important as the sounds are the library backstory provided via his blog.

Currently Available:
-Cinematic Metal - Construction Kit
-Cinematic Metal - Impacts
-Cinematic Metal - Bundle

Be sure to check out the Metal Impacts - Review by Jim Stout

While we're on the topic of libraries, let me link dump some conversations that have been swirling on the topic of metadata and how to manage your ever-expanding library:

Designing Sound - Metadata in Sound Library Applications
Designing Sound - Sound Design Essentials: Software (I) – Database & Organization
Music of Sound - Metadata support in Sound Library Apps
Music of Sound - Do YOU use Metadata?

And the latest greatest:
Music of Sound - Why Use High Sample Rates?

Well, I've been meaning to round up all of the great things going on in Independent Sound Library creation so there you have it. I'm looking forward to hearing what all of the creative content creators come up with, and I look forward to pushing the art of implementation to insure that good sounds sound good in games.

'Til next time!

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!

Saturday, June 19, 2010

Sound Quote: Steppenwolf - Herman Hesse


I've become more and more tuned to the representation of sound in the written word. Seems like I can't turn a page in most fiction without coming across a passage that attempts to bring the ephemeral quality into black and white. Most recently in the writings of Herman Hesse and Steppenwolf. One of the few of his that I hadn't already read, it can be a tough slog at first. Pages go by without pause in intense descriptions of the inner workings of a man's grizzled mind, leading towards a myriad of epiphanies and eventual blossoming of understanding of the human condition.

Several section lept off the page:

Sound:
"For my part, the whole building reverberated everywhere with the sound of dancing, and the whole intoxicated crowd of masks, became by degrees a wild dream of paradise."
Music:
"I stood for a moment on the scent, smelling this shrill and blood-raw music, sniffing the atmosphere of the hall angrily, and hankering after it a little too. One half of this music, the melody, was all pomade and sugar and sentimentality. The other half was savage, temperamental and vigorous. Yet the two went artlessly together and made a whole. It was the music of decline."
Escape:
"The discovery would be made - and perhaps very soon - that there were floating around us not only pictures and events of the transient present in the same way that music from Paris or Berlin was now heard in Frankfurt or Zurich, but that all that had ever happened in the past could be registered and brought back likewise. We might look for a day when, with wires or without, with or without the disturbance of other sounds, we should hear King Solomon speaking, or Walter von der Vogelweide. And all this, I said, just as today was the case with the beginnings of wireless (radio), would be of no more service to man than as an escape from himself and his true aims, and a means of surrounding himself with an ever closer mesh of distractions and useless activities."
Happiness:
"Whoever wants to live and enjoy his life today must not be like you and me. Whoever wants music instead of noise, joy instead of pleasure, soul instead of gold, creative work instead of business, passion instead of foolery, finds no home in this trivial world of ours..."


While I would recommend my personal favorite Gertrude (also especially music and sound minded) or even Demian over the tale of the Steppenwolf, it is not without it's own power and grace.

Until next time!

Music Vault - Beautiful Flute


Arguably among my first hands on non-linear audio experiments, Beautiful Flute was the culmination of hours of tiny slices made to an epic improvisational flute piece by my soon to be wife. It was with care and delicacy that I approached the source material in an effort to render the emotional tone into a meditative instrumental poem of tranquility.

Working on a Power Mac 7300 in Cubase 3.5 I set to splicing and dicing into short passages and loops, after which I took isolated tracks and eventually the entire mix through the (now) well documented Reverse Reverb process in order to give it an otherworldly effect. Admittedly a technique cribbed from some of my favorite bands, it helped lend the appropriate fluttering shine that edged the piece further towards realization.

Lost Chocolate Lab - Beautiful Flute 01


Lost Chocolate Lab - Beautiful Flute 02


Lost Chocolate Lab - Beautiful Flute 03


Lost Chocolate Lab - Beautiful Flute 04



At the core of it is the beautiful voice of the flute lilting and looping, supported by the reverse ebbing fluctuations giving things an abstract propulsion.

Things are in a state of imbalance lately and it's moments like those represented in the music of my past that I cling to in order to secure footing. Whether it's music I've had a part in the making of, or sounds made by people I've never met, I often seek the comfort coming out of two speakers when things start to drift. Vibrating air molecules like the wings of a butterfly, resonating deeply and soothing my road weary soul.

Thanks for listening.