Using Wwise with Unity? Need doppler? You’re welcome! Those of you using Wwise with Unity may have noticed that there is no support for doppler shift. This is pretty mental given that Unity’s basic audio system offers doppler straight out of the box, so there’s obviously some kind of shenanigans […]
GANG IESD co-chair Kenny Young speaks to Naughty Dog’s Phillip Kovats and Jonathan Lanier about the GANG award winning mix in The Last of Us. KY: Hi guys, thanks for agreeing to do this. Could you introduce yourselves for the record? PK: I’m Phil Kovats the audio lead here at […]
Lessons Learned from a Decade of Audio Programming
An Interview with Nicolas Fournel
Sega Megadrive Coding: Sound Part I – The PSG Chip Matt Philips on the audio chipset in the SEGA Megadrive and how to get them bleeping and blooping!
Audio Prototyping with Pure Data
Interactive Music Sequencer Design
A Look Back Ever wonder just how music and sound were implemented in games such as “Asteroids”, “Road Blasters”, and “Super Mario Bros.”? Even if you haven’t, here are the answers… a pleasant stroll down memory lane with the former director of technology development at Atari Games, Brad Fuller..
Avoiding a DirectSound3D Disaster Implementing DirectSound3D is no simple matter, says Rich Warwick. Here are four rules for applying the API.
Configuring Hardware-Accelerated DirectSound3D Brian Schmidt on how and why to use the newfangled DirectSound3D API.