Leonard Paul on how to reverse-engineer and create authentic NES sound effects.
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!
The Evolution of PC Audio – As Told by Secret of Monkey Island
Shooting from the Hip: An Interview with Hip Tanaka
Adaptive Audio Report by Alexander Brandon
A Brief Timeline of Video Game Music
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..
Tales from the arcade! Words of wisdom from with John Paul of Atari Games and Graeme Norgate, music and sfx wizard at “Free Radical Design, Ltd.” (formerly with Rare…)
Mixing and Surround Sound Cross platform audio support is a problem for many game developers, particularly if the available audio libraries don’t support a platform a developer wants. Outlined here are methodologies for compressing and mixing WAV files to get maximum impact sound effects.