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Lucasfilm's Skywalker Sound: Behind the scenes. © Time Inc. All rights reserved. Fortune.com is a part of the Time.com network of sites. Powered by WordPress.com VIP Email address or Password is incorrect Forgot Password? Want the Full Story? Privacy Policy Thank you for your interest in licensing Fortune content. 1. Conversations with Sound Artists Podcast - Video Game Sound Design Featuring Rob Krekel & Phillip Kovats of Naughty Dog Studios.

Game soundtracks have come a long way since their earliest 8-bit days. In this episode of “Conversations with Sound Artists,” Rob Krekel and Phillip Kovats of Naughty Dog Studios talk about the challenges of building player-controlled vehicles and physics-driven sounds for their upcoming game release UNCHARTED 4, how their award-winning game THE LAST OF US changed their approach to sound design, what it means to mix a game when each sound may have 50-60 points of metadata to describe how it can behave, and how the line between cinematics and game play has disappeared in modern games. Learn more about the Dolby Institute:www.dolby.com/us/en/dolby-institute/podcasts.html Subscribe to the SoundWorks Collection Podcast: About "Conversations with Sound Artists" Podcast: Sound is an art and a craft that many people appreciate but that few know much about. Conversations with Sound Artists Podcast - Video Game Sound Design Featuring Rob Krekel & Phillip Kovats of Naughty Dog Studios.

Sound of Hyper Light Drifter: Part 3. The Sound Design of Journey. 'Sup, internet. I'm writing to tell you a bit about what went into the sounds of a beautiful little game called Journey. I was the sound designer on the project, working with ThatGameCompany part-time start-to-finish for several years from my office at SCEA Santa Monica, just a few blocks away from them. People seem to really love the game, and I figured there are too many stories in these sounds for the world to never know, so I thought I'd share them with you in this archive of industry love, Gamasutra. Beware, though: spoilers lurk below The singing in the game is of four types: a light quick button press for a "coo", a hard quick press for a "chirp", a reasonably-held press for a "call", and a long-held press for a large "shout". They are a combination of re-pitched and processed birds, along with musical elements provided by composer Austin Wintory himself.

Singing in Barrens level by Journey Sound Design Sand Waterfalls by Journey Sound Design. "God of War Ascension" Audio Design. How To Record Extremely Loud Things – Randy Coppinger interviews Chuck Russom and Michael Raphael. When it comes to microphones, I don’t think I’ve ever come across anyone with quite the same level of enthusiasm as Randy Coppinger. He’s hugely into microphones and recording techniques – and he really knows his stuff. In this special guest interview, Randy talks with recording and SFX veterans Michael Raphael and Chuck Russom about their methods, experiences – and hard-earned lessons – recording stuff that’s LOUD. Read on for Randy’s interview: I remember a challenging studio recording session with highland bagpipes. It seemed like the loudest thing I had ever recorded – louder than a drum kit, louder than an electric guitar cabinet. So field recordists point microphones at some crazy loud sources – the kind of stuff that is so big and energetic, they tend to record outside.

I wanted to know more about how they approach field recording of extremely loud material, so I asked a couple high Sound Pressure Level veterans: Chuck Russom and Michael Raphael. Chuck: Mic position. 18 expert sound design tips and tricks | 18 expert sound design tips and tricks. Ever found yourself losing focus and direction during a sound design session? We've all been there. Musical sound design is an amorphous, open-ended art, and it can be all too easy to lose sight of what it is you're actually trying to create.

But fret not - we have the remedy in the shape of 18 tried and tested techniques guaranteed to keep you on track. Whether you work through them methodically or dip in at random when the need for external input arises, there's plenty of inspiration to be had here. 1. Obvious pumping compression isn't just for French house-lovers - it can also be a powerful sound design weapon. 2. It's a good idea to set up a recording when you're messing around with a new synth or experimenting with sounds. 3. Record yourself automating boosts, cuts and notches with your favourite EQ plugin for some dramatic and controlled filtering FX. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. Try everything in reverse! "Try everything in reverse! 17. 18. Psychology of 10 Years of Sound in World of Warcraft.

Blindfolded character seemed appropriate. For this month’s topic of “Psychoacoustics” I thought I’d stretch the definition a bit and finally write an article I have wanted to for a while now, and discuss the sound design of World of Warcraft. Specifically the unscientific observations of someone (me) who has regularly experienced these sounds for fully 1/3 of their life. What I would like to discuss are my own assumptions and observations about what and how they work in a constantly evolving MMO as someone who has played this game extensively.

I feel I am in a semi-unique position in having played such a long-running game, while during most of that time having some amount of sound education, and I also write articles for this here site on the interwebs. A bit of history about World of Warcraft straight from Wikipedia. A bit of back story about my own street-cred: I have been playing World of Warcraft since it launched back in 2004. Last monk screenshot, I promise. Troll with a gun. Creative Field Recording | Community Sound FX Libraries. There are dozens of talented sound designers and field recordists worldwide. They’re working in game audio, film sound, theatre productions, and television. They spend dozens of hours sculpting sound libraries for their projects, and for the community, too. Their work is spread widely across the globe, and tucked in corners of the Internet.

How do you find them? Below is a list of shops where you can find their work on the Web. Is there a sound effects library you’d like to see on this list? Independent Sound Libraries These Web shops are run by practicing sound artists, nature recordists, sound designers, and field recordists. Sound Sourcing Services Not e-commerce sites per se, since they don’t have a cart or checkout. Sound Mountain – Animal recording specialist Anne Kroeber’s website.Macaulay Library – The Cornell Lab of Ornithology’s nature library.

Indie Sound FX Website Portals There are a few websites that gather independent sound libraries from many creators all in one place. Alien attacks and Fifa 15 chants: The art of video game noise. Media playback is unsupported on your device Sound design is often the unsung hero of video games. But when developers get it right, primal instincts are triggered, helping immerse players in the action. Below, the brains behind the soundscapes of five of this year's biggest releases discuss their art in exclusive interviews with the BBC: Skulking through the corridors of Alien: Isolation's derelict space station you strain to pick out the footsteps of the 9ft-creature hunting you from the creaks and ominous throbs of the surrounding walls and air ducts. In the distance you think you make out a reptilian "croak".

A glimpse of the motion tracker confirms you're not alone, prompting you to hide inside a cabinet - but the door's slam is too loud and your own intake of breath threatens to give you away as the now unmistakable thud of beast approaches. Playing the spin-off of Ridley Scott's 1979 movie is a fraught experience. "We want the player to feel scared.

Image copyright Creative Assembly. The Evil Within - "Audio Design: The Sounds of Evil” 5 Unusual Things Every Sound Designer Should Try. There are so many methods for getting great sounds from either field recording, source libraries, synthesizers, and so on. But, the obvious can become both tedious and well, boring to both yourself and your clients, over time. If you’re looking for a few things to separate you from the rest. Here are a few tools that have served me well. Binaural Recordings Back in the earlier days of PC gaming, A3D was a hot new, binaural encoding technology appearing on select audio cards. Binaural audio was available on select titles at the time, like Thief, System Shock and several other titles, though most tended to be first person shooters in one vein or another. When A3D was enabled, you would suddenly be treated to the effect of surround audio, over headphones, if your sound card supported A3D.

Randomizing Plug-ins Randomization is a beautiful tool for coming up with sounds you, or anyone else, may never have thought of. Guerrilla Recording Don’t Underestimate Additive Synthesis Go Lo-Fi Conclusion. How audio wizards are shaping the sound of the next generation of PC games. Get ready, PC gamers—change is coming. With major upgrades looming for both the Microsoft Xbox and Sony PlayStation platforms, developers will no longer have to throttle game performance to stay in step with aging console hardware. That means better games for everyone, including the PC gamers who have always been free to upgrade their hardware at will.

The hidden power of sound One area where you’ll hear—not see—significant progress is game audio. And that matters more than you might realize. The Xbox 360 and PlayStation 3 took surround sound mainstream. “Try playing a game with the sound turned off. The hidden power of sound cuts both ways, though. But where do we go from here? You’ve come a long way, baby Video games have come a long way from the assorted chirps and bleeps of Pitfall! “Audio design ten years ago was really a slave to the hardware,” says Scott Haraldsen, audio lead at Irrational Games. “They lost a lot of money on the Xbox. “The graphics guys want to use all the CPU. Official Call of Duty®: Advanced Warfare - "Sound Design" Behind the Scenes Video. The Road to Battlefield 4: Sounds of the Battlefield - The Battlefield Blog | The Battlefield Blog. 10.24.13 [DICE] SlyOkapi | 46 comments Responsible for the all-out war soundscape of Battlefield, the award-winning audio team at DICE has had its hands full for the past two years making Battlefield 4 sound just right.

In this installment of “The Road to Battlefield 4”, our audio experts discuss everything from field recordings of naval units to metaphorical Spaghetti Bolognese. Try imagining Battlefield without its collective soundscape. You quickly realise how crucial the shouts of squad members, the bullet cracks, jets roaring, or just the sound of your soldier vaulting over a concrete slab, are for the overall Battlefield experience. Enter your date of birth: Behind-the-scenes video of the Battlefield 4 audio team doing field recordings. The Battlefield audio team consists of many different divisions. Approaching the Sounds of Battlefield 4 As an audio team, we have accumulated great experience in sound design by working on DICE’s previous titles.

Playing Better Thanks to Sound share. Ask DICE: Bence Pajor on Sound Design - The Battlefield Blog | The Battlefield Blog. 02.22.14 [DICE] SlyOkapi | 65 comments Our “Ask DICE” series continues as we let audio director Bence Pajor answer your questions on sound design. Read on for behind-the-scenes intel on the process of making Battlefield 4 sound epic. Q: Thank you for a fun game and an awesome “sound image”.

Is the sound team split up in smaller groups, one team focusing on vehicles and another on guns/ambient etc.? Q: What is the most challenging thing to do from a sound perspective? Q: How does DICE create weapon, vehicle and environment sound effects in the game? Making sure the “hierarchy of sounds” is correct in the heat of battle is a crucial task for the DICE audio team. Q: Why do the DMR’s have such a drastic increase in their sound as compared to Battlefield 3? Q: What kind of equipment do you use for recording all the different sounds and what software is used for the finalizing?

Q: Is there a chance that Battlefield will ever incorporate a HRTF-enhanced sound system? SFX Independence – June 2014. A quick round-up of recent releases from independent sound designers … Sonic Salute – Rock & Roll First up this month we come bearing gifts – an exclusive 20% off coupon for the latest Sonic Salute library pack. ROCK & ROLL: Rock/Concrete/Metal Impacts and Dirt Debris contains over 300 LCR recordings of rolling rocks, rock and concrete impacts, dirt, debris, you name it. Basically, all the rock, with a lot of extra roll. All files are 24-bit / 192KHz and the product page has some cool info and video footage of the backstory of this collection.

Designing Sound have teamed up with Sonic Salute to give our readers 20% of this collection. Rock & Roll product pageSonic Salute homepage Surround Ambiences – Rainy Days Room Tones A new library from Gabriele Fasano’s ‘Surround Ambiences‘ range comes in the shape of Rainy Days Room Tones. Prices are €35.00 for the 2.0 pack and €40.00 for the 5.0 package (those who buy the 5.0 package receive the stereo 2.0 pack free). Echo Collective – Signal Return. George Valavanis :: Tencent. Behind the scenes on Killzone Shadow Fall.

The team behind Killzone Shadow Fall has released a new video explaining the process behind creating the sounds of the game, which took place at London-based post-production and Foley facility, Hackenbacker. "With the next gen platform all different areas of the game would have a lot more capabilities - the effects team, the art team, the characters all have more things on screen at the same time. Now if we decided to place sound for all of those things at once it would just be total chaos," explains lead sound designer Lewis James. "So we had to develop a system that knew what was interesting to the player. " "The sense of danger within the gameplay was really something we wanted to emphasise with the sound," adds senior sound designer Anton Woldhek. As part of the video, the two sound designers also talk about the Madder (Material Dependent Environmental Reactions) System that was developed to allow gun sounds to react and adapt to the materials in their environment.

The Weblog Q&A: Sound in Thatgamecompany's Journey. In development since 2009, Journey by Thatgamecompany is due out the week of March 13. In this interview, composer Austin Wintory and sound designer Steve Johnson join us to discuss the use of audio on the PlayStation 3-exclusive online game. In what ways is Journey attempting to make interactions with other players a novel experience? Sound Designer Steve Johnson: ThatGameCompany's vision with the multiplayer is out-of-the-ordinary. You start off alone, and then cross paths with other players as you walk to the mountain. Jenova's analogy is that if you've been hiking a trail by yourself, you're naturally a little more inclined to wave or say hello when you see someone walking towards you. They are more interesting in contrast to your own isolation and "smallness. " Composer Austin Wintory: If we've done our job right, only half of the enjoyment will be due to the novelty of encountering another player for the first time.

In Journey, you can communicate by having your character sing. Journey Sound Design’s stream. The Sound Design of Journey. The Sound Design of The Banner Saga. Berklee Sound Design Network. Game Audio as Process | arkhivesound. The Sound of Planetside 2. Charles Deenen Special: 100 Whooshes in 2 Minutes. Janet Hsu > Manage Blog. Mix talks to the San Mateo-based Sony PlayStation Music and Sound crew about their brand-new facility for game audio | The Sony PlayStation Music and Sound crew discuss their brand-new facility for game audio, in the September 2013 issue of Mix.

Sound Design Guide: Emotional States & Sound Design | A Sound Effect. How to get sound effects in your indie game. SKULLGIRLS AOD2013 - PART 5 - FISHBONE GANG, THE LAST HOPE, SOUND DESIGN. Audio Special: Foley for games. An hiss and a clang: how sound design works in real life. Nick Ryan (The Nightjar, Papa Sangre) : Sound Design Mini Masterclass. Soda.swedish-ict.se/4048/1/Game_Sound_Experience.pdf. The Sound of Planetside 2.

The guide to sound effects. Using Max/MSP To Build a Fictional Language Dialogue System. SoundMorph - Robotic Lifeforms - Making of Part 2. Fieldsepulchra | sounds from around . . . be there or be a rhombus. AAS- Tech Talk - Physical modeling. Implementation is Design Pt.1 | Re-Sounding. Game Sound Design - Your Professional Sound Design Resource | gamesounddesign.com. The sexiness of ambient sound design: How inFamous: Second Son leverages next-generation audio. Tonebenders » for your ears. Features - Getting the Most from Your Sound Designer. Ideas in Sound Design: Semiotics and Language – Part 1. Chuck russom special. Brian Schmidt's Blog - Designing the Boot Sound for the Original Xbox.

Video Game Sound Design Articles | gamesounddesign.com. Guild Wars 2 Audio Team Makes a Fireball. Lost lab’s Videos. Gary Hecker - Veteran Foley Artist. BRZAP! 5 tips for creating unique sci-fi sounds in video games. AudioGaming – An Interview. Skate 3 funny stuff compilation part 2. SoundWizardry – Sound for Heroes of Newerth. Gameaudio Podcast. December 2011. The sound and music design of the interactive play Cotrone.