An Interview with Rob Bridgett Rob Bridgett in interview with Ariel Gross, exploring the evolving role of game audio personel, how they think about their work and promote themselves to the world.
FMOD for Android Phones Peter Drescher on using FMOD audio engine middleware on mobile devices.
Interview with Playdead, Martin Stig Andersen
Confusingly, this has nothing to do with the APIs (sorry coders!). Nonetheless, Dan Gooding gives a nice overview of the basic functionality offered by the design tools that ship with these interactive audio engine middleware solutions.
Audio Implementation Greats #1: Audio Toolsets [Part 1]
Audio Middleware Audio Middleware: Part 1 – GameCoda and Isact (originally here) Audio Middleware: Part 2 – Wwise and XACT (originally here) Audio Middleware: Part 3 – FMOD, Miles and Unreal 3 (originally here) Alexander Brandon looks at what Audio Middleware is, how to get it and its value as […]
The Roadmap Chris Grigg presents a ‘big idea for component based, plug in achitechture’ for Interactive Audio
Engine Roundup Part 2 by Alexander Brandon In his second “Engine Roundup” segment, Brandon shares conversations with and comments from QSound’s Scott Willing and Microsoft’s Brian Schmidt on the state of their 3D Audio technologies.
Engine Roundup Part 1 by Alexander Brandon With the advancements in PC audio made over the last five, even last two years, it is becoming clear that we are no longer dealing with merely FM sound and wavetable cards. We have massively powerful 3D surround engines that add realism and […]
DirectMusic for the Masses Microsoft set itself some fairly lofty goals for its new interactive music API. DirectMusic’s appeal is not necessarily as an interactive audio engine; game developers should be particularly pleased with its hardware accelerated DLS and robust MIDI features.