While this one is obviously geared at Guild Wars 2 fans, I'd recommend checking it out if you want to learn how sound designers come up with some (frankly ingenious) methods to
create audio effects for your favourite games.
Part of Develop's ongoing Audio Special, Schütze's piece explores how developers today can reap unexpected rewards from adopting modern generative audio methodologies, which allow the audio team to use small «sound building blocks» to
create audio effects in real time.
Tsuyoshi Yukawa has written sound effects for the Yakuza series beginning with the second installment and offers his personal experience
creating audio effects to ground the drama in its historical time period.
Not exact matches
Audio from the original trailer was re-purposed to give a 3D
audio effect on top of the existing trailer,
creating an immersive experience.
The New York Times has a
audio commentary slideshow with Aaron McBride, the visual
effects art director for Iron Man, describing how the suit up machine was
created for the film, featuring concept art like the photo seen above.
I really enjoyed the stylised graphics that when matched with the special
effects,
audio and storyline, it
created this quite immersive story from start to finish with fun characters.
Add the excellent level design, great character design and special
effects and the graphics meld well with both the
audio and the gameplay to easily
create one of the best Monster Hunter experiences to date.
The
audio is effectively engulfing when it aims to be; sound
effects are well - mixed and
create appropriate atmosphere.
Both tracks sound fantastic, as the
audio makes
create use of stereo separation, surround sound, and bass
effects.
Brian began his career in game
audio in 1987 as a composer, sound
effects designer and music programmer for Williams Electronic Games in Chicago writing music and
creating sound
effects for pinball machines and coin - operated video games.
Resources provide opportunities to: - explore a variety of
audio - music, noise, silence, speech, special
effects - explore
audio files - mp3, mp4, wav, AIFF, CD, DAB, FM - explore mono and stereo - monitor own
audio consumption - explore broadcast
audio and non broadcast
audio - explore uses and gratifications - Blumler and Katz - explore microphones - edit
audio using editing software - follow a Media brief to
create a radio programme (broadcast
audio)- explore and
create radio sweepers, promos, idents, music beds etc. - conduct research - primary and secondary Differentiation using a points system.
We used various
audio sources and different types of music in our testing, and the system
created a nice surround
effect while producing excellent separation and clarity with each one.
This has the
effect of widening the soundstage,
creating a much stronger sense of space for those open world games, but it comes with a massive sacrifice in terms of
audio quality.
Brian began his career in game
audio in 1987 as a composer, sound
effects designer and music programmer for Williams Electronic Games in Chicago writing music and
creating sound
effects for pinball machines and coin - operated video games.
The aural quality and presence of Killzone 2 is evidently heard in every action you perform, be it reloading your weapon, firing said weapon, slashing your trusty knife, the crunch of the soil underfoot or the tapping of your boots on cold and hard pavement, the distinct sound of a rusty old Helghast assault rifle being reloaded from behind cover 10 yards away... regardless whether it's voice, sound
effect, music (an orchestral style which hearkens back to Michael Giacchino's Medal of Honor days), or environmental
audio, all of it was
created and put to use in such a top - notch way that there is no ignoring the fact that you surely are jacks - of - all - trades, Guerrilla Games.
The games — sadly Windows - only, due to Game Maker's reliance on DirectX — are evocative of the arcade experience, combining Minter - like screen
effects and staticky bursts of
audio to
create an
effect that oscillates between hypnotic and unsettling.
ESSENTIALS TRACK: This session will cover more advanced, but still essential to know topics in game
audio technology, including how sounds are delivered to the game team, how complex, interactive sound
effects are
created using modern game
audio tools and how sounds and music are placed in a video game using a game engine like Unity.
ArenaNet have shown us how these sounds are
created in the past - such as when the sound design team played with fire - but today they have released a new video in collaboration with Sennheiser that focuses on the
audio effects and ambiance for the Heart of Thorns expansion.
All
audio and sound
effects are being
created by Basiscape who are renowned for their work on RPG's such as Dragon's Crown, Muramasa: the Demon Blade and Valkyria Chronicles.
Musical instruments haven't changed much in that time, so the
audio team has a less tricky job ahead of them when it comes to
creating a similar - but - different vibe of music and sound
effects for the game.
As the character's sanity level decreases, game play is affected such as by controlling game
effects,
audio effects,
creating hallucinations and the like.
I'm a video editor and motion graphics artist, so I work with the animation team, our visual
effects artists, the
audio team and the art director to
create our trailers, behind the scenes videos and other video content for promotional purposes.
The soundbar has multiple speakers all firing around the room to
create a virtual surround sound
effect that even bounces
audio off the ceiling.
However, no TV has ever applied this technology to its own screen - and nor, so far as we know, has any brand ever managed to deliver a stereo
effect from a single flat surface like Sony has with the patented
audio solution it's
created for the 55A1.
While most sound bars rely solely on digital signal processing for virtual surround
effects, Yamaha's sound projectors employ an array of small drivers the company calls «beams,» which bounce sound off the walls to
create a bigger, more immersive
audio environment.
Here you have that 60W 4.2 soundbar integrated, attempting to
create those Atmos immersive
audio effects.
This is a Nokia tech which
creates a surround sound
effect when you're recording
audio.
It relies on the speaker hardware as well as the software processing to
create the
effect, with Dolby saying that the MateBook X has bespoke speakers, with two motors each, meaning they can drive more air and
create better
audio effects - as well as producing sound beyond what you'd expect from a compact notebook.
The app has picked up a significant update to version 6.0 that adds several Nougat features, including support for multi-window mode, app shortcuts,
audio effects while streaming, and the ability to
create shareable lists of your favorite podcasts.
Turtle Beach
create a stereo
effect by splitting the HyperSound Glass panel into two channels down the middle, giving the impression of 3D
audio.
Immersive three - dimensional surround sound formats such as Dolby Atmos ®, DTS: X ® and Auro 3D ® unleash the ultimate movie, music, TV an gaming
audio experience by incorporating «height
effects» emanating from overhead to
create a dome of sound that blankets you for a more convincing and believable performance.
We weren't able to experience all that the Boom key is capable of in our short time with the device, but it does serve a multitude of functions, including launching the camera from standby mode, shuffling through photos in the Gallery, automatically optimizing the
audio experience for enhanced loudness and clarity, or
create a really cool parallax
effect on the home screen to see things like the current weather information.
Commonly referred to as «object based surround sound», Dolby Atmos, DTS: X and Auro - 3D use height
effects to
create the most convincing home
audio experience possible for movies, TV, music and gaming lovers.
The sound of rain falling all around you, an arrow or bullet whizzing by your head, or the panning
effect of a jumbo jet flying over, these are the kind of head - spinning, duck - for - cover
audio experiences that
create a more convincing
audio experience.