Below I link the first review for AudioNewsRoom I’ve done on the impressive Pro Sound Effects Hybrid Library. This was the first of three where I go into some detail with organising and metadata. Would love to hear your comments on which points you would like me to go over in the next two reviews! […]
Category: Game Audio
iPhone and iPad Speakers Frequency Response
For anyone building applications with audio for these platforms, having these tests done can be absolutely useful. While what you decide to put in it is up to you, I consider important to at least have a straight notion of what your audio content will sound like through the iPhone or iPad tiny speakers. After […]
File Naming for (Mobile) Games
Hi there! This is just a simple thing that I find so extremely useful when working with your peers over a game, that might save both parts long minutes of work if it’s not already too late. Organization is crucial, and thousands times more important when working with more people. When I worked on my […]
Survey about game audio among new indie game developers
Sometime ago, longer than I want to admit, I launched a very small survey entitled “Audio for Digital Games” and asked Portuguese game developers to participate. As expected, the results were very interesting. However, it may be a particular case because active game developers and small / indie companies have been exploding in Portugal in the last […]
UDK Audio Implementation
AUDIO FILE FORMATS wav files at 44.1 kHz / 16 bit. If there is an error on importing your audio file, it’s probably not at this sample rate and bit depth. SOUND CLASSES Are the way in which you define how UDK is going to handle your sound cues – what sounds take priority over […]
UDK Audio Implementation III – SoundNodes and SoundCues pt. 2
Apologies for the delay! Here’s part II, though I’m still considering some updates as well focusing more on the practical side. DISTANCE CROSS-FADE: This node will allow you to perform fade ins and fade outs in volume, over distance, on as many inputs as you like. It will be calculated from the source’s location which […]
UDK Audio Implementation II – SoundNodes and SoundCues pt. 1
Hello there! Since there is a lot to write about Sound Nodes and SoundCues and I don’t think huge posts are fancy, I decided to break this post in 2, or it would be one more week to get it done. I actually started to write about SoundActors for this second post, but it could […]
UDK Audio Implementation I – some considerations and tips to make it work
As previously announced, I’m very happy to start this series of posts about audio implementation on UDK. At my master’s program I had to make a game (prototype), and since I had to deal with everything concerning the audio part, I learned quite a few interesting and fun things. here, I write strictly as a […]
Unity – Quick Tips for Implementing Audio
In this post, you will learn the basics of audio on Unity, from importing files to make your sound object interact with the environment. Import Audio Files: simply drag your audio file into the Project tab. If you click on it you’ll see its settings: Unity will call any audio file an Audio Clip, […]
Amnesia: The Dark Descent
It has been just 2 days I’ve started playing Frictional Games‘ Amnesia and it has already my full attention. (I’ve purchased it here for $8 with Limbo, Bastion, Psychonauts and Superbrothers: sword & sworcery, along with their soundtrack, both in .flac and .mp3 format) The build up in this game evolves in such matter it gets the player freaked […]