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  • News
    recent collaborations with BT and Olafur Arnalds RS For anyone who doesn t know Read more 2016 GDC Demo Derby Guidelines Posted February 13th 2016 by Richard Savery filed under News The GANG Demo Derby is one of the highest rated and longest running annual sessions at the GDC Participants bring in examples of their work and a panel of game audio experts review their work and provide constructive feedback GANG Read more Finalists for the 14th annual Game Audio Network Guild Awards Announced Posted February 13th 2016 by Richard Savery filed under News Member s voting page here World s Leading Organization of Audio Professionals in Gaming Industry Recognizes Accomplishments of Members and Peers Finalists for the 14th annual Game Audio Network Guild Awards Announced February 12 2016 San Francisco CA The Game Audio Network Read more Mikolai Stroinski discusses The Witcher 3 Posted January 26th 2016 by Richard Savery filed under News This month we reconnected with Mikolai Stroinski to talk about his recent work on The Witcher 3 The Witcher 3 has received widespread critical acclaim winning over 300 awards including Best Original Music Winner IGN Best of 2015 Best Soundtrack Winner Read more Cinema Scoring Posted January 25th 2016 by Richard Savery filed under News G A N G sponsor Cinema Scoring is currently offering members of G A N G a 10 discount on your first recording session full details on our perks page This month we spoke with Cinema Scoring s creators about their background and what goes into one Read more Mind of the Virtuoso League of Legends cinematic Posted January 20th 2016 by Edouard Brenneisen filed under News I am very proud to announce that I wrote music for Mind of the Virtuoso Riot Games latest cinematic for League of Legends https

    Original URL path: http://www.audiogang.org/category/news/ (2016-04-27)
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  • Watson Wu
    the behind the scenes details with pictures http www watsonwu com blog 2015 11 23 just cause 3 new game release My Clemson University Speech Posted November 17th 2015 by Watson Wu filed under News Clemson University flew me in to give a speech to their performing arts students and faculty about what I do Special thanks to Department Chair David Hartmann to Professor Hamilton Altstatt to Rode Microphones for their generous door prizes Read more My published Weapons Recording Guide on ASoundEffect com Posted November 4th 2015 by Watson Wu filed under Features ASoundEffects com just published my weapons recording guide Enjoy the lengthy details http www asoundeffect com weapon sound effects recording New game I worked on Need for Speed releases Today Posted November 3rd 2015 by Watson Wu filed under Features The newest Need for Speed game is available for purchase today for XBox One PS4 and PC Wanted to share the news behind the scenes pictures and video of my field recording work tracking an awesome modified sports car IGN com Read more New Rode Blimp with Rycote Onboard Posted June 18th 2014 by Watson Wu filed under User Blogs New blog about the new Rode Blimp with a video test http www watsonwu com blog 2014 6 3 new rode blimp New SFX Library Release Posted May 1st 2014 by Watson Wu filed under User Blogs By popular demand I finally released these new FullAuto part 1 part 2 sound effects libraries They are available for purchase TODAY Be sure to check out the demo watch the video Store FullAuto Short Demo FullAuto Video New Game Release Breach Clear on Steam Posted March 27th 2014 by Watson Wu filed under User Blogs Just sharing a new release of a game I worked on sound design

    Original URL path: http://www.audiogang.org/author/watsonwu/ (2016-04-27)
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  • Petr Yakyamsev
    Kid Release Posted February 28th 2016 by Petr Yakyamsev filed under News Happy to say that 8 bit arcade Jump Kid is released on iOS I was responsible for all music and SFX here you can listen to the full music score Will be glad to any feedback InSomnia RPG First Letsplay and Repair Bot Sound Design Posted October 6th 2015 by Petr Yakyamsev filed under User Blogs Hello all Finally we ve launched the demo of Insomnia for kickstarter bakers only and received this nice letsplay https youtu be PfsbHhAr4zw There is a many things to do and many issues is still unresolved but we keep on working If anyone have any ideas suggestions comments Read more InSomnia RPG Heavy Armour Sound Design Posted August 28th 2015 by Petr Yakyamsev filed under User Blogs Hi all I m back with anothe UE4 video Here s the heavy armour sound design for InSomnia RPG project This time I implement sounds as separate cue s attached directly to animations Check the video https youtu be 43O1xNsjqAE The audio pipeline that i use 1 Read more InSomnia RPG Room Ambient Soundscape and ZEEF Page Announce Posted August 3rd 2015 by Petr Yakyamsev filed under User Blogs Hi everyone I want to share my next work for InSomnia in Unreal Engine 4 It Is the ambient for room level called Typer Shelter https youtu be Zi2 rcNh2y4 This time i iclude some screenshots to better understand visual design and overall feeling Also Read more InSomnia RPG Secure Bot Sound Design in Unreal Engine 4 Posted July 9th 2015 by Petr Yakyamsev filed under News Hello GANG community Here is my second video from InSomnia s development process https youtu be tu3OjnprRPc Every sound is layered and rebuild in UE4 with randomization features So

    Original URL path: http://www.audiogang.org/author/doublereso/ (2016-04-27)
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  • Realtime Synthesis for Sound Creation in Peggle Blast
    signature styles and may have boosted creativity On Peggle blast the constraints shaped our daily goal of creating sounds without using any memory Memory hogging wav files were reserved for a few iconic Peggle sounds and specially curated wav file building blocks that we could manipulate in varied ways to use as layered elements with our generated sounds In the end we were able to ship Peggle Blast with only 1 3 MB of sound effects and 3 5 MB of music yet it contained hundreds of sound effects and over 30 minutes of interactive music The Workflow Let s say I wanted to make a sound for a splashy visual effect that burst across the screen when the player achieves a high score and I wanted it to sound like a sweeping bleep bloop with magic sparkle dust added in The first step I d take would be to make an approximation of the sound within Wwise Let s say in this case to create the bleep bloop it s a square wave pitched up over 5 seconds created using Wwise s tone generator with various delays added Then to get some sparkle dust I could add in a swooshy sound created in SoundSeed Air with tremolo and more delay By taking generated sounds experimenting with playback behaviors DSP and layering very quickly a unique sound would be born Once I had the basic framework for a sound that I was happy with I would connect Wwise to Unity via the Wwise profiler view the visual effect real time in game and continue to tune the sound until it fit the gameplay sequence I was creating it for It was real time sound creation with real time sound generation We spent a lot of time exploring different methods to expand our pallet of sounds with our limited toolset There were a few of us working in the project at various times and we borrowed liberally from each other s tricks Someone would come up with a new way to get a different sound and then that technique would proliferate into other sounds throughout the project Additionally effects like escalating pitch over time on the same sound were a big win for creating sound variability and excitement without requiring a new asset The Results There were a number of interesting outcomes of working this way beyond the memory savings Artistically creating sounds with such basic and pure elements was a fun and refreshing exercise in sound design I was entirely forced away from using real world assets and literal sound design Technically speaking not needing to use a DAW to create sounds made for a faster design process No time was spent creating game capture importing it into the DAW exporting your final asset and repeating that process again if edits are needed The DAW was no longer an extra layer between the sound designer and the game and it felt really good We were more closely integrated with the

    Original URL path: http://www.audiogang.org/realtime-synthesis-for-sound-creation-in-peggle-blast/ (2016-04-27)
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  • Jaclyn Shumate
    Affairs Branches GVAC IESD Resources Member Perks Sample Agreements Articles Find a Guild Member Posts By Jaclyn Shumate Realtime Synthesis for Sound Creation in Peggle Blast Posted February 11th 2015 by Jaclyn Shumate filed under User Blogs As a primer for our upcoming GDC talk Peggle Blast Big Concepts Small Project PopCap Team Audio has written a short blog series focusing on different aspects of the audio production covering real

    Original URL path: http://www.audiogang.org/author/jaclynshumate/ (2016-04-27)
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  • User Blogs
    a really long time while making this collection of songs I was very insecure about myself and what I was doing Now it s finally done It s 5 songs Read more Hello All Posted November 21st 2015 by Samantha Miller filed under User Blogs Hello Everyone I m happy to have joined the community I like to say I write electronic orchestral hybrid pieces Mostly because I don t think it falls exactly under electronic music I compose music and do a lot of sound design as well https soundcloud com iamsamvsmusic red queenThis Read more InSomnia RPG First Letsplay and Repair Bot Sound Design Posted October 6th 2015 by Petr Yakyamsev filed under User Blogs Hello all Finally we ve launched the demo of Insomnia for kickstarter bakers only and received this nice letsplay https youtu be PfsbHhAr4zw There is a many things to do and many issues is still unresolved but we keep on working If anyone have any ideas suggestions comments Read more Digital Performer 9 Help and Discussions Posted September 1st 2015 by Mackenzie Neumann filed under User Blogs Hello Fellow GANG members My name is Mackenzie Neumann I m glad to be apart of this guild and I am excited for the Future So allow me to choose Digital Performer 9 as my first blog subject I ve currently been Read more InSomnia RPG Heavy Armour Sound Design Posted August 28th 2015 by Petr Yakyamsev filed under User Blogs Hi all I m back with anothe UE4 video Here s the heavy armour sound design for InSomnia RPG project This time I implement sounds as separate cue s attached directly to animations Check the video https youtu be 43O1xNsjqAE The audio pipeline that i use 1 Read more InSomnia RPG Room Ambient Soundscape and

    Original URL path: http://www.audiogang.org/category/user-blogs/ (2016-04-27)
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  • Peggle Blast! Peg Hits and the Music System
    example http i imgur com suDhMsG png During gameplay these strings are passed to Unity whenever they re encountered by the Wwise playback timeline This is handled by our Music Callback function linked below If you don t look at lot of code let s step through it quickly First the PostMusicEvent function line 528 is used to trigger a Wwise Event with the specific User Cue Music Callback flag enabled line 530 This tells Wwise to do something specific anytime it reaches one of those User Cues in this case call the MusicCallback function When a User Cue is reached Wwise calls the MusicCallback function line 534 and passes it a few variables in cookie in type and in callbackInfo The only one we really need is in callbackInfo which will have the text contained in the User Cue We have to do a little manipulation line 536 to get that variable into a type Unity will recognize since it is passed as a generic object From there we just look at one of the properties of musicInfo the User Cue Name and assign it to the callbackText variable line 537 We re ready to use that string to assign the new music key in the GenerateKey function described next http i imgur com XDznaLF png As Guy started writing the different sections of gameplay music it became clear that we d need several scales in all of the keys A through G Even if we did create the lists of notes for each key scale combination manually we really didn t want to have to go back and add more every time Guy wrote a new section in a different key or scale Instead we generated each set of notes in real time as soon as the User Cue was passed from Wwise We did this by converting each scale to it s numerical set of steps a Major scale being 2 2 1 2 2 2 1 to represent the whole half step intervals Here are some other scales http i imgur com 8MVA8tX png Right off the bat we had all of these 48 key scale combinations ready to use and creating a new scale was as simple as defining a new element in the list To get the actual set of notes we start on the Key s first MIDI equivalent eg G 7 and add the appropriate intervals as defined in the new scale This is all done in GenerateKey link below which gets passed the User Cue text discussed above We won t step through this code in detail it separates out the different parts of the User Cue text and applies the math for the new key scale just described http i imgur com tS1GIHt png When the player starts a new shot and hits a peg we play the first note assigned by the User Cue and move to the next note in the list with each peg hit Again we

    Original URL path: http://www.audiogang.org/peggle-blast-peg-hits-and-the-music-system-2/ (2016-04-27)
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  • RJ Mattingly
    RJ Mattingly filed under User Blogs As a primer for our upcoming GDC talk Peggle Blast Big Concepts Small Project PopCap Team Audio has written a short blog series focusing on different aspects of the audio production covering real time synthesis audio scripting MIDI scoring and more Jaclyn Read more PEGGLE BLAST PEG HITS AND THE MUSIC SYSTEM Posted February 10th 2015 by RJ Mattingly filed under User Blogs Note

    Original URL path: http://www.audiogang.org/author/rjmattingly/ (2016-04-27)
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