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  • Scoring Peggle Blast! New Dog, Old Tricks
    layered effect was achieved These choices helped us work within the technology limitations rather than fighting them Real time DSP Each sample instrument uses effect sends to feed the real time reverb in Peggle Blast This helps bring the sound into a single space while making transition points smoother as reverb cascades over the boundaries The more layered and granular the score the more aspects of its mix needs to be authored within the game audio tool engine Combining technologies techniques Blast s in game score is pure MIDI samples until a game is won which triggers the PCM voribs full stereo orchestral recording of Ode to Joy Wwise also allows simultaneous synchronized playback of MIDI and PCM tracks allowing for a truly hybrid best of both worlds range of possibilities Peggle Blast s Music Design Music progression occurs after any ball shot is complete This gives the game a sense of momentum as it s being played I wanted to create a harmonic shift between shots to emotionally lift the player In film TV harmonic shifts are a common tool to assist scene transitions so I treated each shot turn as a scene transition This also allows the harmonic development to move at the speed and pace that the gamer is playing By contrast the pacing of a pre baked loop would be the same regardless of a players style This led to a chord map and music segment flow chart that functioned analogously to a spotting session cue sheet in a film or TV show Cue sheets in film can have detail down to the second and frame and my goal was to approach this level of detail in Blast The world menu and UI flow are largely in D major and A major A game session kicks off in D then moves up by a fifth after each ball shot thus following a circle of fifths in reverse over the course of a game session a circle of 5ths typically follows an up by a 4th or down a 5th pattern but I found in this case that the up a 5th pattern gave the score more of a surprise ah ha feeling shot to shot A game session has both an indeterminate number of balls shots to begin with and an unknown number of turns to either win or lose the game Thus the circular harmonic pattern 12 music segments one for each key center allowed the pattern to continue even if a game was more than 12 shots long With one peg or one ball left the flow moves to A Major the penultimate segment to setup the D major Ode to Joy or the loss segment The trickiest part here and an area I d like to improve upon in upcoming projects are transitions between the more distant key centers For example the game can go from any of the 12 key centers to A major and some work better than others A useful

    Original URL path: http://www.audiogang.org/scoring-peggle-blast-new-dog-old-tricks/ (2016-04-27)
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  • Guy Whitmore
    Public Discussion Workshop Community Affairs Branches GVAC IESD Resources Member Perks Sample Agreements Articles Find a Guild Member Posts By Guy Whitmore Scoring Peggle Blast New Dog Old Tricks Posted February 11th 2015 by Guy Whitmore 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 Read more Peggle 2 Storytelling Through Adaptive Music Posted February 25th 2014 by Guy Whitmore filed under User Blogs TIMING IS EVERYTHING When a composer scores a film the visual timing is locked and each moment of the film is forever linked to a specific moment of the music This allows the composer to craft the score to flow Read more Peggle2 Sonic Joy Posted January 23rd 2014 by Guy Whitmore filed under User Blogs As a precursor to my upcoming GDC talk on Peggle 2 s adaptive orchestral score I d like to channel some of these thoughts and ideas through the GANG blog format There s so much I d like to cover that a one hour

    Original URL path: http://www.audiogang.org/author/gwhitmore/ (2016-04-27)
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  • Raising Hell in Mobile Audio: The Sounds of Dungeon Keeper
    in even the shortest of samples a special shout out to Steve Blum Michael Donovan David Lodge and April Stewart our immensely talented creature actors and Richard Ridings the illustrious voice of Horny We included not only the common voice samples like spawn and death but also a variety of pain sounds that reflected what trap they were snagged by during combat adding even more contextual reactivity and humor to their animations I still loving hearing the Trolls convulse uncontrollably when struck by a bug zapper or a Warlock screaming comically when he catches on fire Music Fit for a Dungeon Next we focused on the music Mobile game or not Interactive Soundtrack was going to be our minimum specification so we needed to find a way to make it both blend seamlessly with the action but also speak up when something interesting was happening This again made us reflect on what we learned from playing competing games and on what we could do to lessen players frustrations During the core mechanic of combat games of this genre tend to be a mess of simultaneous actions that leave the player scrambling to pull the screen in every direction trying to figure out what s happening To help with this we looked at what messages the music and UI sounds needed to emphasize so that the audio would extend the sensory experience beyond the edges of the screen and empower players with battlefield information telemetry of sorts Here s what we came up with 1 Combat has begun after transitioning from a passive scouting state 2 A room has been destroyed 3 A spell is being cast 4 A high powered immortal unit has spawned or been knocked out 5 The Dungeon Heart the critical structure is being attacked 6 The player is on the brink of winning or dominating with seconds left on the clock 7 The scenario was won or lost Through this sequence we created an emotional cadence where segments and stingers were strung together in a musical sentence that accurately informed the player about what they should be feel and notice The exciting segmented messages move from Exposition the Scouting sequence to Rising Action the Attack sequence to Climatic Plateau or Peak the Heart Attacked and or Brink segments to Resolution the Win Loss cadences with informative critical events sprinkled throughout Destruction and Spell stingers This all plays out through carefully timed segment transitions and tempo sync d stingers giving the music a smooth continuous feel This same care also went into designing and writing the Build Mode music filling players with joy and excitement as they construct upgrade and maintain their dungeons Like the combat music there are distinct musical cues for each action that gradually build up the excitement and reward players for working in their lairs Technical Considerations Lastly on the technical side we focused on how to make this massive amount of sound work on phones and tablets The raw size of the

    Original URL path: http://www.audiogang.org/raising-hell-in-mobile-audio-the-sounds-of-dungeon-keeper/ (2016-04-27)
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  • Nick LaMartina
    Branches GVAC IESD Resources Member Perks Sample Agreements Articles Find a Guild Member Posts By Nick LaMartina Raising Hell in Mobile Audio The Sounds of Dungeon Keeper Posted January 8th 2015 by Nick LaMartina filed under User Blogs Welcome back Keeper Does the phrase Mobile Audio make you shiver with dread When your target platform is a small relatively underpowered device with a finite power source no hardware acceleration and

    Original URL path: http://www.audiogang.org/author/nicklamartina/ (2016-04-27)
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  • Introduction
    2008 Awards 2007 Awards 2006 Awards 2005 Awards 2004 Awards 2003 Awards My G A N G Forums Public Discussion Workshop Community Affairs Branches GVAC IESD Resources Member Perks Sample Agreements Articles Find a Guild Member Introduction Posted 02 21 2016 by Emily Reese filed under Uncategorized Hello I m Emily Reese and I host a show called Level My producer Sam Keenan and I put a podcast out each week highlighting people who work in game audio whether as a composer a voice actor sound designer or anyone in the game industry In college and grad school I studied classical music and music theory I love interviewing game composers and I think games are the most exciting place for all music From 2011 2015 I hosted a show called Top Score for Minnesota Public Radio Keep doing great things audiophiles Tags Composer video game composer video game music Leave a Reply Click here to cancel reply You must be logged in to post a comment Log In View Member Directory Why Join Join G A N G Now Become a Sponsor Meet Our Sponsors Member Perks Affiliates of G A N G G A N G is brought to

    Original URL path: http://www.audiogang.org/introduction/ (2016-04-27)
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  • Emily Reese
    Public Discussion Workshop Community Affairs Branches GVAC IESD Resources Member Perks Sample Agreements Articles Find a Guild Member Posts By Emily Reese Introduction Posted February 21st 2016 by Emily Reese filed under Uncategorized Hello I m Emily Reese and I host a show called Level My producer Sam Keenan and I put a podcast out each week highlighting people who work in game audio whether as a composer a voice

    Original URL path: http://www.audiogang.org/author/eyreese/ (2016-04-27)
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  • Uncategorized
    immediately got inspired by it I ve played P T or Silent Hills and always was a huge fan of Silent Hill 2 so when the first images of Read more Great to be here Posted November 5th 2015 by George Oldziey filed under Uncategorized I just wanted to take a quick moment to say that I m thrilled and excited to have become a part of this great community of audio and musical talent You are the cutting edge of our industry and it s an Read more Tom Salta on Halo Spartan Strike Posted May 25th 2015 by Richard Savery filed under Uncategorized This month we spoke with Tom Salta about his recent work for Halo Spartan Strike the release of the OST and his previous work in the Halo Universe You can also hear some selections from the Halo Spartan Strike OST below RS As Read more Game On at San Francisco Conservatory of Music Posted October 26th 2014 by Richard Savery filed under Uncategorized Sponsored in partnership with ACF SFCM and Game Audio Network Guild Nov 25th 6 30 9 30 with reception to follow Free Admission Registration Not Required unless submitting to demo derby The Game On video game scoring conference previously announced as Read more Sonic Fuel Studios LA GANG Hang Posted October 25th 2014 by Richard Savery filed under Uncategorized The Game Audio Network Guild is proud to announce another GANG Hang this time at the esteemed Sonic Fuel studios Co owners and composers Timothy Michael Wynn and Christopher Lennertz will talk about their work in games film and TV Madden Read more GANG Hang at Sony San Mateo Posted October 25th 2014 by Richard Savery filed under Uncategorized YOU MUST REGISTER BY SUNDAY 25th OF OCTOBER AT 5PM IN ORDER TO BE

    Original URL path: http://www.audiogang.org/category/uncategorized/ (2016-04-27)
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  • Broken Roads (Allison Road inspired tracks)
    Discussion Workshop Community Affairs Branches GVAC IESD Resources Member Perks Sample Agreements Articles Find a Guild Member Broken Roads Allison Road inspired tracks Posted 02 05 2016 by George Paul Henneberke filed under Uncategorized When I saw the indie game Allison Road for the first time I immediately got inspired by it I ve played P T or Silent Hills and always was a huge fan of Silent Hill 2 so when the first images of Allison Road came out I just felt the urge to create something inspired by them as well as the othere horror games I ve played It started out with one track but I got in a good flow and eventually created 5 tracks One of them is double since there is a version with and without vocals I wanted it to be ambient pop glitch and basically always contain something that was unsettling You can hear the songs here https tan00ki bandcamp com album broken roads Tags Composer video game music Leave a Reply Click here to cancel reply You must be logged in to post a comment Log In View Member Directory Why Join Join G A N G Now Become a Sponsor

    Original URL path: http://www.audiogang.org/broken-roads-allison-road-inspired-tracks/ (2016-04-27)
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