Tag Archive for Audio

Tracktion 7 Preview

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…

The Game Pulse – Timing Game Events and Music Events [PDF]

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.

Download The Game Pulse – Timing Game Events and Music Events

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

Beep: A Documentary History of Video Game Sound

Karen Collins is running a KickStarter for a game sound documentary: Beep: A Documentary History of Video Game Sound.

Pledge or read more on KickStarter!

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Unity Audio Time Saver: changing import settings for multiple audio files

Edit: Unity5 supports changing multiple settings, so this post becomes obsolete!

Multiple-object editing not supported.

Multiple-object editing not supported. RSI!

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!

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Designing for a blind target audience

Some pointers for those who are about to develop for a visually disabled target audience. My main tip: ask your users, they are the best experts on what they need or do not need!

Old Skool! Suzanne Ciani – Game music for Pinball Arcade Machines

“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 .

[via]

: Bally’s Xenon pinball machine in action

Immersive Gaming 2.0 – Immersive Sound 0.2

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. 😀

Immersive Gaming 2.0 - Immersive Sound 0.2

Demonstration at the GDC Expo – click for enlargement

Sound vs. Vision & Time vs. Space (Gaver, Buxton, Bly)

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.

Time Space
Sound
  • sound exists in time
  • good for display of changing events
  • available for a limited time
  • sound exists over space
  • no need to face source
  • a limited number of messages at once
Vision
  • vision exists over time
  • good for display of static objects
  • can be sampled over time
  • vision exists in space
  • user must face source
  • messages can be spatially distributed

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.

Audio-only menus

This post is about an old thesis written in 2002 for the Utrecht School of the Arts, School of Music and Technology.[1] It contains guidelines for the usability of audio-only menus. It’s written in Dutch and I’d like to share some insights that might be useful for designing audio menus or audio games.

In the past years, I’ve designed quite some audio menus for audio games and supervised projects that used audio-only interaction for blind users. Below I share some of my experiences concerning these menus, and include the original recommendations of the thesis.

illustration by zkukkuiz

illustration by zkukkuiz

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