Night On Mars – sounds and texts
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MSc Sound Design Evaluation
First, thank you for taking the time to participate in this evaluation. The main purpose of this survey is to assess the quality of the work, with a focus on the following traits: – The overall sound design – The game audio implementation – The effectiveness of the immersive qualities Please scrutinise and critique the…
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Setting Up Audio Occlusion with Unity and FMOD: A Step-by-Step Guide
guidance on setting up the scripts As described in the video add the player transform, create & add the obstacle layer and similarly an FMOD parameter. The other settings are optional and will be discussed in more detail below. Setting the spatilisation range Set the FMOD range to the same value Setting up the occlusion…
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Protected: Game Audio Mixing: Behind the Scenes
There is no excerpt because this is a protected post.
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Viscount GammaVerb IRs
This Italian made multFX unit sports an 18bit/44.1kHz range of excellent set of reverb presets and a lovely set of resonators. Visconti has a long tradition as a manufacturer of musical instrument and is also the company that gave us the OB12, like or dislike it’s a gorgeous looking synth. The impulse responses are made…
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Leveraging ChatGPT for Learning
using an LLM as a tool in education before we begin I think it’s worth starting a written piece on the topic of ChatGPT by stating that while it’s a profound technology and deceptively “intelligent” in its ability to converse with such a human feel the chatbot that performs this impressive feat has not got…
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Protected: Tunic – Kevin Regamey’s GDC talk annotated
There is no excerpt because this is a protected post.
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All Things FMOD
Concatenative Synthesis Secrets: Better Footstep Audio Design A tutorial on how to create more variations and ultimately better immersion by using concatenative synthesis or “back to back” samples. This method is often used for automated voice systems. It’s also been explored musically by different artists. Rodrigo Constanzo has created a drumming system based on this…
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Beyond Frequencies: Decoding Time in Digital Sound Design
Often when digital audio theory is discussed it is from a technical point of view (and sometimes from an aspect of its perceived value vs. the analogue domain). However, in this article, I’d like to look at sample rates and how they relate to time. This is of course part of the underlying science of…