A NAMM preview of Tracktion 7, which is gradually moving from its underdog position by crafting the workflow. Lots of new functionality has been added, yet the interface is cleaner than ever…
Tag Archive for Audio
Here’s a pointer to a paper in which we examine how to design nonlinear music systems that allow for music events to coincide and correspond with dynamically changing game events. We address the challenges of connecting nonlinear music systems to gameplay and distinguish three approaches for timing time music events and game events: Trail, Sync and Lead. We explore these three approaches in the design case study Gluddle versus The Supervision, a game created by the authors. Our preliminary findings illustrate the benefits of combining Trail, Sync and Lead, positively influencing the game experience, but also the need for extra attention to gameplay balance and technical implementation.
By Richard van Tol and Sander Huiberts – Proceedings Innovation In Music 2013. Innovation In Music 2013. Edited by R. Hepworth-Sawyer, J.Hodgson, R. Toulson & J.L. Paterson. ISBN 978-0-9561516-8-1
Edit: Unity5 supports changing multiple settings, so this post becomes obsolete!
Ever wondered why it’s not possible in Unity3d to change the sound settings of multiple sound assets at the same time? Unlike other importers, you get the “multiple-object editing not supported” notification if you try to do this.
Recently I came across this forum post outlaying a script that allows you to select various sound assets and apply the same setting for all selected files. So now you can toggle 100 sound files to 2d mode instead of 3d without mindlessly pressing that apply button 100 times!
“In a moment we meet a musician whose playful experiments with electricity may be the forerunners of a new approach to both listening and learning…”
The man in the video below means…games! This video dating back from 1979 shows the work of Suzanne Ciani for the Bally’s Xenon pinball machine .
: Bally’s Xenon pinball machine in action
One of the things I teach my students is ‘educating’ game developers about the importance of audio. All game developers know audio is important, but still it’s easy to get carried away with those sweet visuals…and that’s the moment when the audio designer should drop in and say: “aren’t we forgetting something?”
At the GDC I stumbled upon this exhibition booth showing a truly impressive gaming platform with five combined screens offering a new standard in immersive gaming! But when looking at the tiny Radioshack speakers on the ground, I would have wished some interference of an audio designer here. 😀
If you’re designing interfaces, this small table that summarises the chapter contents by Buxton, Gaver & Bly (1991) concerning the use of sound and vision in interfaces might be handy.
Refer to: Buxton, W., Gaver, W. & Bly, S. (1991). The use of nonspeech audio at the interface. Tutorial no. 8. In CHI’91 Conference proceedings, Human Factors in Computing Systems, ‘Reaching through technology’ (pp. 85‐90). New Orleans, ACM Press: Addison‐Wesley.