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The
Miracle of Performance Modeling by Todd Fay Performance
modeling is the process of synthesizing the stylistic elements that
make up important human nuances in music for application in electronic
music. Without these elements, an electronic music performance can
sound contrived and even unpleasant. Performance modeling works
by artificially rebuilding performance characteristics and reintroducing
them into electronic music performances. The goal is to craft a
realistic and believable sounding piece of music. Hardware and software
performance modeling tools offer electronic musicians an alternative
to the tedium of manual editing. Their interfaces are more precise
than random generation methods and more intuitive than slaving note
after note with a mouse.
Producing
Audio for Halo by Marty O'Donnell Halo evolved
over a number of years, and the audio design for it evolved as well.
Some of this evolution had to do with a desire to reach for higher
production values, but much of it had to do with how the game itself
changed based on the platform and hardware that became available
over the course of Halo's development.
Our
main goal for the audio in Halo was that it would set the
mood, give the player information about what is happening (especially
things that can't be seen) and make the world seem more alive and
real. Music should provide a dramatic component to game play, like
combat and exploration, in addition to underscoring story and cinematic
sequences. Dialog should unfold the story, provide characterization
and draw the player deeper into the experience. Sound makes it real,
music makes you feel.
Un-Asked-For
Advice for the Aspiring Game Audio Guy by the Fat Man, George
Alistair Sanger Contained herein are some mistakes that you
might find yourself making at the various levels of your career.
Some will require more independent study on your own. Others you
only need to hear once to be healed of all ills. It is advised,
requested or not, that before you even think about moving deeper
into Game Audio, you spend some time learning to recognize and then
eventually enjoy the absurdity of the sentiments represented by
the phrases that follow.
Product
Review: Digidesign's Mbox by Gene Porfido A few years back,
Digidesign released the Digi 001 with Pro Tools LE, an affordable
I/O and software package that addressed the needs of most lower-budget
users, but with up to 18 inputs/outputs, it's still a bit too much
for some. With Mbox, the two companies offer us a smaller package
that exemplifies ease of use in a powerful system. Mbox has a small
footprint, as it sits upright on your desk or computer table. Compact
yet sturdy and well made, it's a nice design that takes up little
space, looks great, and is eminently portable.
Using
a Live Orchestra in Game Soundtracks by Jack Wall The only
reason to use a live orchestra in a game soundtrack would be to
make the game better than if you had not used an orchestra; to make
the game more immersive, more engaging, more fun than if it didn't
include the orchestra. And on the business side, it would be helpful
if you could sell enough units to pay for it. That's it, basically
- the rest is just commentary. But, then you might say: "Of
course a live orchestra would make our game better, but we can't
afford it!" In order to make a game that would truly be better
thanks to using an orchestra, can you really afford not to use one?
Playing
by Ear: Using Audio to Create Blind-Accessible Games by Gavin
Andersen Have you ever played a game with a configuration option
to turn off the graphics? I'm not talking about an option to turn
down the level of detail or switch off textures, but to turn off
the graphics completely? How many games have you played with options
to turn off the sound? Most people can't imagine playing a videogame
with no graphics - even the name videogame indicates that they're
a visual activity. Zform develops games with parallel graphical
and audio user interfaces (GUIs and AUIs) in an effort to bring
the excitement of online multiplayer competition to visually impaired
people around the world. No matter what type of game you are creating,
however, paying careful attention to the audio user interface and
3D audio environment will enhance the player's experience.
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