This post is not a tutorial on loudness and metering in game audio. It is rather about sharing my findings on something I am currently researching on, hoping it can help those of you who would be in a similar position as me. I will definitely revisit this post at a later stage of my [...]
Month: July 2016
Audio processing using MaxMSP
If you follow me on twitter, you will have seen a few recent tweets about my latest experiments with Sci Fi bleeps and bloops. I created a MaxMSP patch that allows me to process sound files in such a way that the original file is nearly unidentifiable, and the results sound nicely tech and Sci [...]
Links and cool projects n° 4
Another wave of cool links to worth exploring 🙂 A few audio/game audio blogs full of neat tips & tricks and more: http://www.joecavers.com/blog/ http://www.bradleymeyer.com/blog/ http://mindful-audio.com/blog/ http://wabisabisound.com/blog/ 2 games I find promising in terms of fun/originality/audacity: Bound: http://bound.playstation.com/ The Floor is Jelly: http://thefloorisjelly.com/ Some awesome game music by Disaster Piece: http://disasterpeace.com/ A very useful link about audio [...]
Develop: Brighton Game Dev Conference
I just came back from Brighton for the Develop: Brighton game dev conference. I was there only on Thursday 14 July for the Audio Day, and here are my thoughts and brief summary. It.Was.Great. Amazing.Instructive.Inspiring. The Audio Track was incredible, lining up wonderful speakers with so much to say! The day started at 10 am [...]
Game Audio Asset Naming and Organisation
Whether you are working on audio for an Indie or a AAA title, chances are you will have to deal with an important amount of assets,which will need to be carefully named and organised. A clear terminology, classification and organisation will prove to be crucial not only for yourself and find your way around [...]