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Activity Stream - The Bloop. AES-Feb2013/AES2013-GoingOldSchool-ChiptunesAndTrackersInGames-LeonardJPaul.mp3. Audio Prototyping with Pure Data. Audio Prototyping with Pure Data By Leonard Paul Creating great audio for games requires successfully combining content and code.

Audio Prototyping with Pure Data

Unfortunately, the sound designer/composer (hereafter referred to as "the composer") often has little control over how the code works and thus how the content will actually sound in the final game. Blog Article. Hello again everyone!

Blog Article

My name is Kent Jolly and I’m the Audio Director on SimCity. Capcom Audio Director Tomoya Kishi Interview. Dragon’s Dogma (c)CAPCOM CO., LTD. 2012 ALL RIGHTS RESERVED.

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 an audio editor on the Onimusha series. In 2004, he was assigned to be the audio director for Lost Planet: Extreme Condition, a role he continued on the sequel Lost Planet 2. During this time he constructed a work flow to improve efficiency in video game audio development, and worked to forge more active collaborations with Hollywood sound studios—activities that have given birth to new ideas as well as new possibilities in the overall industry.

Develop Awards 2014 - The Finalists: Audio Accomplishment. Continuing our round-ups of this year's finalists, here are the developers up for our main audio award The audio of each Battlefield game is conceived by developer DICE as a snapshot of the time, evolving from Bad Company’s ‘war recorded through a Handy Cam mic’, to Bad Company 2’s ‘mobile phone YouTube upload’ and Battlefield 3’s ‘contemporary Iraq and Afghanistan documentary’.

Develop Awards 2014 - The Finalists: Audio Accomplishment

Battlefield 4 continued this approach. For the latest in the hit series, DICE wanted to capture rawness without losing clarity and readability, while creating a constant sonic connection between the character and world. Part of this is meant extending the game’s systems to deal with events both near and on the player. DICE calls it the ‘Go-Pro helmet-mounted camera’ take.

Bringing players closer to the action than ever before, DICE’s soundscape for Battlefield 4 is truly remarkable. Develop.scee.net/files/presentations/develop2010/AudioAnalysis,themissinglink.pdf. Free sheet music for piano. Functions of Video Game Audio – Notifications of Changes in Game-state « Creating Game Audio. When it comes to video games, audio plays a myriad of roles, and performs many different functions. As in film, both music and sound in games act as conveyers of narrative by underpinning emotion and punctuating action and events. Game Audio 101 - Learn about Music, Sound and Game Audio. In the last week I did some archive video capture for Ghost Recon Commander before it was taken offline by Ubisoft. In doing so I was reminded of some of the audio questions and answers I came up with during development of the game. I found it oddly meaningful that the day that Ghost Recon Commander was taken offline was almost exactly one year ago, to the day, that I began as Audio Director at Loot Drop.

I'm taking that as a sign to reflect on the Ghost Recon Commander experience here. Life Video: The Making of inFamous‘ Innovative Soundtrack. FOSTER CITY, Calif. — A: An old metal shelving unit, a bungee cord, flowerpots.

Life Video: The Making of inFamous‘ Innovative Soundtrack

Q: What are three items used in the creation of inFamous‘ soundtrack? To create a unique soundscape that matches up with the ruined urban environments and desolate atmosphere of the recently released PlayStation 3 game, the sound engineers and musicians at Sony drew sounds and music out of a wide variety of found objects and musical instruments used in unorthodox ways. Great Teachers Don't Teach. In a conversation on LinkedIn, one person asked, "What are the characteristics of an effective teacher?

Great Teachers Don't Teach

" I read quite a few excellent remarks that describe what such a teacher does to be effective. I couldn't help thinking about some of my best teachers. I had an amazing psychology professor in college. Guild Wars 2 - Interview with Path of Fire Composer Maclaine Diemer. One of the hallmarks of Guild Wars 2, aside from its visual beauty, has always been its soundscapes.

Guild Wars 2 - Interview with Path of Fire Composer Maclaine Diemer

For Path of Fire, the most recent expansion, ArenaNet enlisted the help of composer Maclaine Diemer. We spoke to him about his work, and the upcoming vinyl release of the soundtrack. advertisement MMORPG: Tell us what got you started in music, it is such an amazing job to be a composer. Gustavo Santaolalla and The Last of Us on Top Score. July 10, 2013 Copy and paste the HTML below to embed this audio onto your web page.

Gustavo Santaolalla and The Last of Us on Top Score

Audio player code: ST. Hatnote Listen to Wikipedia. IMSLP/Petrucci Music Library: Free Public Domain Sheet Music. Infinite Edge Gaming – The importance of sound and why it is turned off in online poker. Sound is a seldom talked about topic in online poker. I think its value in terms of creating immersion and heightening experiences already generated in the game is highly underrated.

So I want to dedicate this post to the topic. I think few people would question the importance of sound and music in video games. Everything from the 8 bit Super Mario theme to epic scores like this personal favorite of mine from Metal Gear Solid: Peace Walker which gives Hans Zimmer a run for his money. Innovation in Game Audio « Creating Game Audio. November 21, 2012 by david freeman Innovation by its definition is the introduction of new ideas, methods and technologies to the established practices of a given field.

Sometimes met with doubt and scepticism, these innovations are what advance an industry by pushing the field into new territory. As ever, this post will be looking and game audio, but specifically at what current innovations are presently occurring, and pushing our area of the games industry forward into new territory. JCO - Visual Approach To The Aesthetics Of Sampling. LittleBigPlanet Music Objects. Maintainable Code — Using White Space For Readability In HTML And CSS. Advertisement Right up front, I’ll offer some simple advice: In production, your code should be as performance-friendly as possible.

Maintainable Code — Using White Space For Readability In HTML And CSS

This means, Gzip’ing, concatenating and minifying as many assets as possible, thus serving the smallest possible files and the least number of files. I don’t think anyone would argue that these suggestions aren’t best practices (even if we don’t implement them in every project). Well-written, readable code doesn’t create mind games and labyrinths when other developers read it. Noise, Storytelling with Sound, and Visuals on the Radio with Radiolab’s Jad Abumrad. Jad Abumrad at PopTech 2010 – Camden, Maine (Kris Krüg/PopTech via Flickr, used under Creative Commons License) I recently had the chance to chat with Jad Abumrad, creator and co-host of WNYC’s Radiolab .

Each episode of Radiolab explores ideas in science, technology, and the universe at large through a seamless blend of expert interviews, sound design, and music. Together with co-host Robert Krulwich, the show has covered topics such as sleep, colors, cities, and loops, just to name a few. Recently, Radiolab has taken to the stage, touring around the United States and adding a visual element to the show’s already imagery-rich storytelling.

One Musician To Another: Danny Baranowsky Interview. {*style:<b> </b>*} Every once in a while an artist comes along who presides over a subsection of music with a staff, a crown, a throne, a cape, a sequencer and a legion of followers. It is in this fashion that Danny Baranowsky has conquered the world of indie game soundtracks. Retro City Rampage. Salary Secrets. Samsung is reshaping its identity one note at a time. Solfeo, DAW, Ondas, Postproducción y Videojuegos. Parte III/IV. The Delta of Audio 2 : Music. The musical road from Halo to Starbloom. The Sound of Music, or the Music of Sound? : Designing Sound. Music and sound design are often treated as separate disciplines.

The Voice of Assassin's Creed - Recording at Hans Zimmers Studio. The Year In Music At Kotaku. Video game music composed on a banjo: The man behind FTL’s soundtrack. Virginia Tech Department of Music DISIS - Digital Interactive Sound and Intermedia Studio.