Sounds Of The Snow8 by Tapio Liukkonen[03.20.08]
In one of the more unconventional Gamasutra articles we've ever published, Finnish game sound designer Tapio Liukkonen (Broken Alliance) writes passionately about the need for authentic winter sound recording in games.
Designing A Next-Gen Game For Sound  by Rob Bridgett[11.22.07]
In this game audio article, sound designer Rob Bridgett (Scarface: The World Is Yours) discusses the key elements of next-gen audio - and just what sounding "as good as film" means in today's increasingly sophisticated market.
Defining Adaptive Music 1 by Andrew Clark[04.17.07]
Audio programmer Andrew Clark (Full Auto series, Pseudo Interactive) attempts to define adaptive music for games, using examples ranging from early efforts via LucasArts' iMUSE engine through modern games such as the Rainbow Six series, in this Gamasutra feature.