The Future Of Game Audio – Is Interactive Mixing The Key? Rob Bridgett investigates whether the real-time mixing of sound effects, music and dialog in games is an important part of the future of AAA game audio.
Game Audio Theory: Ducking Zachary Quarles on the fundamental interactive mixing technique of “ducking”.
Audio Postmortem: Scarface: The World is Yours Rob Bridgett spills the beans on the audio for Radical’s Scarface: The World Is Yours. Of particular interest is his discussion of the game’s unique audio post production period.
From Scarface to Simlish (originally here) Blair Jackson investigates the people and practices behind three games which had significant parts of their sound crafted in the San Francisco Bay Area – Scarface’s in-game sound effects and mix at Skywalker Sound, Sam & Max’s dialogue recording at Studio Jory and The […]
Establishing an Aesthetic in Next Generation Sound Design
Ubisoft Zenon Schoepe talks to Martin Dutasta for Resolution Magazine about Ubisoft’s mixing facilities at their Paris HQ.
When Worlds Collide: Sound And Music In Film And Games Andrew Boyd discusses handling the interactive audio for a big film license, the battle against repetitive sound and wrestling with a real-time mix.
Subtlety And Silence Rob Bridgett discusses the lack of dynamic range in game audio.