<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-5609695435084265009</id><updated>2011-12-09T09:49:45.828Z</updated><category term='film music'/><category term='game design'/><category term='sampling and synthesis'/><category term='interactive'/><category term='installation'/><category term='audio-visual'/><category term='books'/><category term='game audio'/><category term='found sound'/><category term='interactive music'/><category term='game music'/><category term='location recording'/><category term='sound design'/><category term='film sound'/><category term='dvd'/><title type='text'>Sound-Music-Interactive-Games</title><subtitle type='html'>This site covers sound and music for games, sound for film, music for film, and other interactive audio and audio-visual based stuff.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://sound-music-interactive-games.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>58</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-1366072230921893566</id><published>2011-07-07T10:12:00.002+01:00</published><updated>2011-11-15T20:09:08.267Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Main Game Audio Links</title><content type='html'>&lt;a href="http://gameaudiorelevance.iasig.org/"&gt;Game Audio Relevance&lt;/a&gt;&lt;br /&gt;&lt;a href="http://designingsound.org/" target="_new"&gt;Designing Sound&lt;/a&gt;&lt;br /&gt;&lt;a href="http://blog.lostchocolatelab.com/" target="_new"&gt;Lost Chocolate Lab&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.gameaudiopodcast.com/" target="_new"&gt;The Game Audio Podcast&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.gamasutra.com/category/audio/" target="_new"&gt;Gamasutra&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.gdcvault.com/"&gt;Game Developers Conference Vault &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.musicofsound.co.nz/blog/" target="_new"&gt;Music of Sound&lt;/a&gt;&lt;br /&gt;&lt;a href="http://usoproject.blogspot.com/" target="_new"&gt;Unidentified Sound Object&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.gamesound.org/" target="_new"&gt;GameSound.org&lt;/a&gt;&lt;br /&gt;&lt;a href="http://gamessound.com/index.htm" target="_new"&gt;GamesSound.com&lt;/a&gt;&lt;br /&gt;&lt;a href="http://createdigitalmusic.com/" target="_new"&gt;Create Digital Music&lt;/a&gt;&lt;br /&gt;&lt;a href="http://tech.groups.yahoo.com/group/gameaudiopro/" target="_new"&gt;Game Audio Pro Forum&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.gameaudioforum.com/" target="_new"&gt;Game Audio Forum&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.gamesoundcon.com/" target="_new"&gt;GameSoundCon&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.iasig.org/" target="_new"&gt;Interactive Audio Special Interest Group&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.develop-online.net/digital-edition" target="_new"&gt;Develop Magazine&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.audiomedia.com/" target="_new"&gt;Audio Media Magazine&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.interactivesoundresource.com/index.php?title=Main_Page"&gt;Interactive Sound Resource&amp;nbsp;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Game Audio Middleware&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.fmod.org/"&gt;FMod&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.audiokinetic.com/"&gt;WWise &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Game Implementation Tools&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.udk.com/"&gt;UDK&lt;/a&gt; (+ &lt;a href="http://www.thegameaudiotutorial.com/"&gt;a rather good book&lt;/a&gt; :) &lt;br /&gt;&lt;a href="http://unity3d.com/"&gt;Unity&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.crydev.net/dm_eds/download_detail.php?id=4"&gt;Cry Engine&lt;/a&gt;&lt;br /&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Main_Page"&gt;Valve Source Engine&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-1366072230921893566?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1366072230921893566'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1366072230921893566'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2011/07/main-game-audio-links.html' title='Main Game Audio Links'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-3810208753060510136</id><published>2009-12-10T21:22:00.005Z</published><updated>2011-11-15T20:11:41.392Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Game Music Links</title><content type='html'>&lt;a href="http://sound-music-interactive-games.blogspot.com/search/label/game%20music"&gt;Our blog posts relating to game music&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gdcvault.com/free/gdc-10"&gt;Game Developers Conference&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.npr.org/templates/story/story.php?storyId=89565567"&gt;The evolution of game music (NPR)&lt;/a&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;a href="http://pitchforkmedia.com/features/weekly/05-06-06-john-cages-xbox.shtml"&gt;Good intro&lt;/a&gt;&lt;br /&gt;&lt;a href="http://uk.gamespot.com/news/6298196/sound-byte-gamespots-video-game-audio-blog?sid=6298196"&gt;GameSpot Game Music Blog&lt;/a&gt;&lt;a href="http://blip.tv/cdm-tv/behind-the-scenes-of-the-music-of-red-dead-redemption-3962837"&gt;&lt;br /&gt;Music of Red Dead Redemption&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/16034304"&gt;Contextually Driven Dynamic Music System for Games (Iain Macanulty &amp;amp; Gordon Durity)&lt;/a&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://vimeo.com/16034304"&gt; &lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://sound-music-interactive-games.blogspot.com/2007/10/layered-music-in-splinter-cell-double.html"&gt;Layered Music in Splinter Cell Double Agent&lt;/a&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://music4games.net/Features_Display.aspx?id=44"&gt;&lt;st1:place st="on"&gt;&lt;st1:placename st="on"&gt;&lt;span lang="EN-GB"&gt;LOTR&lt;/span&gt;&lt;/st1:placename&gt;&lt;span lang="EN-GB"&gt; &lt;st1:placename st="on"&gt;Two&lt;/st1:placename&gt;  &lt;st1:placetype st="on"&gt;Towers&lt;/st1:placetype&gt;&lt;/span&gt;&lt;/st1:place&gt;&lt;/a&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://music4games.net/Features_Display.aspx?id=44"&gt; Discussion&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://music4games.net/Features_Display.aspx?id=104"&gt;General Discussion&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.joystiq.com/2007/03/08/midi-is-the-future-of-game-audio/#comments"&gt;&lt;st1:place st="on"&gt;&lt;span lang="EN-GB"&gt;Midi&lt;/span&gt;&lt;/st1:place&gt;&lt;/a&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.joystiq.com/2007/03/08/midi-is-the-future-of-game-audio/#comments"&gt; is the future !&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://music4games.net/Features_Display.aspx?id=79"&gt;Demon Stone Discussion&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamespot.com/gamespot/features/video/vg_music/index.html"&gt;A brief timeline of video game music&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.iasig.org/pubs/features/ic0101.shtml"&gt;Interactive composition&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.iasig.org/pubs/interviews/eidosjh.shtml"&gt;Interactive composition 2&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.dsteinwedel.com/Articles/Articles.html"&gt;David Steinwedel on Adaptive music in Hellgate London&lt;/a&gt;&lt;span id="goog_143229306"&gt;&lt;/span&gt;&lt;span id="goog_143229307"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.iasig.org/pubs/interviews/guy_whitmore.shtml"&gt;Interview with Guy Whitmore&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamasutra.com/resource_guide/20030528/whitmore_01.shtml"&gt;Design with music in mind, Guy Whitmore.&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.iasig.org/pubs/features/adaptaudio/adaptiveaudio.htm"&gt;Adaptive audio&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size: 100%; font-weight: bold;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.vgmusic.com/vgpaper.shtml"&gt;Videogame music - Not just kids stuff&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dnmusic/html/interact.asp"&gt;An overview of direct music producer&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.adaptiveaudio.org/node.php?id=2"&gt;Adaptive audio : No one lives forever&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.gamasutra.com/features/20000217/harland_pfv.htm"&gt;Composing for interactive music&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://draft.blogger.com/www.gdconf.com/archives/2003/doud_chuck.ppt"&gt;Composing and implementing interactive musi&lt;/a&gt;c&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://web.archive.org/web/20021203015700/http://www.sound-design.org.uk/interactive.htm"&gt;Creating interactive music&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://music.ign.com/articles/388/388737p1.html"&gt;The Game of Music&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.inmotionmagazine.com/eno1.html"&gt;Talk by Brian Eno&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size: 100%; font-weight: bold;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://uk.gamespot.com/pc/action/fear/preview_6134936.html?sid=6134936&amp;amp;mode=previews&amp;amp;autoplay=6134926"&gt;Music and sound for F.E.A.R.&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamasutra.com/features/20050124/morton_01.shtml"&gt;Enhancing the impact of music in drama oriented games&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamasutra.com/features/sound_and_music/19980501/interactivity_techniques_01.htm"&gt;Musical techniques for interactivity&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.music4games.net/Features_Display.aspx?id=177"&gt;Bioshock score discussion&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.music4games.net/Features_Display.aspx?id=313"&gt;Music techniques in Dead Space &lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.music4games.net/Features_Display.aspx?id=177"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-3810208753060510136?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3810208753060510136'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3810208753060510136'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2009/12/game-music-links.html' title='Game Music Links'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-6214347355825757002</id><published>2009-11-30T21:47:00.000Z</published><updated>2009-11-30T21:47:21.253Z</updated><title type='text'>The Game Audio Podcast</title><content type='html'>Just had a listen to the first &lt;a href="http://www.gameaudiopodcast.com/?p=27"&gt;'Game Audio Podcast'. &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_o2B77F191CE/SxQ82abTKTI/AAAAAAAAAcs/vwGv30p_LUM/s1600/gap_button_04-300x300.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_o2B77F191CE/SxQ82abTKTI/AAAAAAAAAcs/vwGv30p_LUM/s1600/gap_button_04-300x300.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;Great resource - stop reading this and &lt;a href="http://www.gameaudiopodcast.com/?p=27"&gt;go listen&lt;/a&gt; !&lt;br /&gt;ps. They also say very nice things about the &lt;a href="http://sound-music-interactive-games.blogspot.com/2009/10/games-audio-tutorial-beta.html"&gt;Games Audio Tutorial&lt;/a&gt; - thanks guys !!!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-6214347355825757002?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6214347355825757002'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6214347355825757002'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2009/11/game-audio-podcast.html' title='The Game Audio Podcast'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_o2B77F191CE/SxQ82abTKTI/AAAAAAAAAcs/vwGv30p_LUM/s72-c/gap_button_04-300x300.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-1326955092031101839</id><published>2009-07-22T20:49:00.002+01:00</published><updated>2010-09-26T09:45:43.300+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interactive music'/><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><category scheme='http://www.blogger.com/atom/ns#' term='sound design'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Special edition of Audio-Media on Games Audio</title><content type='html'>This months &lt;a href="http://www.audiomedia.com/"&gt;Audio-Media magazine&lt;/a&gt; is a special edition on games audio.&lt;br /&gt;&lt;a href="http://www.audiomedia.com/am_gameSpecial09.pdf"&gt;2009 PDF for free here&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.audiomedia.com/am_gameSpecial10.pdf"&gt;and 2010 Here&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_o2B77F191CE/SmdtQvK82UI/AAAAAAAAAaU/_YncXC3D4as/s1600-h/Audiomedia+cover.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img src="http://4.bp.blogspot.com/_o2B77F191CE/SmdtQvK82UI/AAAAAAAAAaU/_YncXC3D4as/s320/Audiomedia+cover.jpg" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_o2B77F191CE/TJ8HxyAZv8I/AAAAAAAAWKI/Rbny2xX49D4/s1600/audio-media+2010.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 224px; height: 316px;" src="http://2.bp.blogspot.com/_o2B77F191CE/TJ8HxyAZv8I/AAAAAAAAWKI/Rbny2xX49D4/s200/audio-media+2010.jpg" alt="" id="BLOGGER_PHOTO_ID_5521140219997962178" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-1326955092031101839?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1326955092031101839'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1326955092031101839'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2009/07/special-edition-of-audio-media-on-games.html' title='Special edition of Audio-Media on Games Audio'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_o2B77F191CE/SmdtQvK82UI/AAAAAAAAAaU/_YncXC3D4as/s72-c/Audiomedia+cover.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-853576072513292268</id><published>2009-06-16T19:55:00.001+01:00</published><updated>2009-06-16T19:56:47.953+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='found sound'/><category scheme='http://www.blogger.com/atom/ns#' term='sampling and synthesis'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Infamous - Doc on the music</title><content type='html'>Two of my favourite things - interesting sound sources and interactive music.&lt;br /&gt;&lt;a href="http://www.wired.com/video/amon-tobin--beans--infamous-music/24993155001"&gt;Great little documentary from Wired&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="295"&gt;&lt;param name="movie" value="http://www.youtube.com/v/yqWvheuVf6w&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/yqWvheuVf6w&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="295"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-853576072513292268?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/853576072513292268'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/853576072513292268'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2009/06/infamous-doc-on-music.html' title='Infamous - Doc on the music'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-1429919191928704763</id><published>2009-03-07T20:20:00.002Z</published><updated>2009-03-07T20:25:59.077Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Interactive music with WWise</title><content type='html'>Article on the interactive music system in WWise.&lt;br /&gt;&lt;a href="http://www.music4games.net/Features_Display.aspx?id=317"&gt;http://www.music4games.net/Features_Display.aspx?id=317&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Audiokinetic's increasingly popular middleware is also now &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=21871"&gt;fully integrated with the Unreal 3 engine&lt;/a&gt; but unfortunately this capability seems only to be available to official developers - Boo !!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-1429919191928704763?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1429919191928704763'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1429919191928704763'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2009/03/interactive-music-with-wwise.html' title='Interactive music with WWise'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-6142743760845802830</id><published>2008-11-30T13:53:00.004Z</published><updated>2008-11-30T13:56:38.189Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='film music'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Music, Silence, Timbre</title><content type='html'>&lt;div xmlns="http://www.w3.org/1999/xhtml"&gt;Today's post is brought to you by a recent hard drive partitioning disaster and &lt;a href="http://www.music4games.net/Index.aspx"&gt;Music4games&lt;/a&gt; recent &lt;a href="http://www.music4games.net/Features_Display.aspx?id=312"&gt;interview with Kevin Reipl&lt;/a&gt;.&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;M4G: What would you like to hear more of from game soundtracks?&lt;br /&gt;Kevin Riepl: More silence, I think a lot of games use music too too much, playing and looping it constantly, under action sequences, under ambient settings, all over. As a gamer, I personally get more engulfed into a game when the sound design takes center stage to convey the environment. Of course I think music is an integral part of gameplay and story, it just seems that its used all too often as a blanket. When voice acting is top notch as is sound design, music can then be brought in to emphasize key story plots or important gameplay sequences.&lt;br /&gt;&lt;/i&gt;&lt;/blockquote&gt; Kevin's views about wanting more silence in games (or at least less music) is a surprisingly common comment from composers (both for games and films). In a thought provoking discussion (&lt;a href="http://www.berlinale-talentcampus.de/story/49/1849.html"&gt;Mike Figgis - Walter Salles - Composer and director : Exploring the collaboration&lt;/a&gt;) Mike Figgis describes the over use of music in film like a kind of addiction.&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;Mike Figgis: ...a really important question for filmmakers is: When do you introduce your first piece of music on the film? And my experience is this, I try now not to put any music on for a long long, long time. Because I know that the minute I use fifteen seconds of music the film has lost its virginity, and has become a kind of sex maniac. In a way it just can’t have enough. And it has worked really well as a virgin up until that point, and then the minute you put something on you kind of go, wow, now it really sounds like a film, let’s get some more of that stuff. And then the temptation is just to wallpaper the entire film with delicious music that you have stolen from somewhere else.&lt;/i&gt;&lt;br /&gt;&lt;/blockquote&gt;One of music's most important roles in film is realised simply by being there. Stephen Deutsch, (&lt;a href="http://books.google.com/books?id=80FiGA7oBe4C&amp;amp;pg=PA31&amp;amp;lpg=PA31&amp;amp;dq=%91In+most+films+,+the+appearance+of+any+music+at+all+is+a+signifier+of+emotional+content.+When+the+music+comes+on+,+we+are+told+that+the+scene+is+invested+with+emotional+significance+and+is+different+from+those+scenes+which+contain+no+music.%92&amp;amp;source=web&amp;amp;ots=fDF3U9MYn1&amp;amp;sig=tnshXjF57n48GrfErU3yVVacmoE&amp;amp;hl=en&amp;amp;sa=X&amp;amp;oi=book_result&amp;amp;resnum=1&amp;amp;ct=result"&gt;Soundscapes : The school of sound lectures&lt;/a&gt;)&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;‘In most films , the appearance of any music at all is a signifier of emotional content. When the music comes on , we are told that the scene is invested with emotional significance and is different from those scenes which contain no music.’&lt;/i&gt;&lt;br /&gt;&lt;/blockquote&gt;So by having music there all the time in a game we are actually undermining it's effectiveness. (The increasingly blurred boundaries between 'musical' atmospheres and 'sound design' will have to wait until another post !)&lt;br /&gt;&lt;br /&gt;Kevin goes on,&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;Also, I think video games need to stray away from trying to have the Hollywood sound. That certain sound that has become sort of a ‘brand’ in Hollywood is now heavily leaking into games and is causing many upon many of the games out there to sound very similar. Now don’t get me wrong, I am not saying there is anything wrong with that style of music and by all means I am all for and love cinematic epic style writing and some games indeed call for that, but I honestly think if the industry as a whole had more confidence in being who they are and stopped trying to emulate film, it would allow composers more freedom and a wider palette to provide a signature sound for a game. Also, I think as an industry we have already met the standard of film and have passed it. Video games and film need to now head off in their own respective evolving direction.&lt;/i&gt;&lt;br /&gt;&lt;/blockquote&gt;I'm not one of those people who think that the only real 'game music' was from the glory days of 8-bit chip tunes but I think the point is well made. I was struck by how widespread the homogenisation of the 'Hollywood' score towards the orchestral template is when I tried to think of a single 'blockbuster' hollywood film in recent years that didn't have a full orchestral score (+ the obligatory pounding percussion) - I couldn't. If we look at the &lt;a href="http://blog.themavenreport.com/?p=1202"&gt;top grossing movies 2007&lt;/a&gt; you can see what I mean (I can't speak for 'Wild hogs' as I haven't seen it and, unless trapped at 30,000 feet in some sort of in-flight-movie-hell, probably never will). (See also the &lt;a href="http://www.filmsite.org/boxoffice.html"&gt;USA top 100 box office films&lt;/a&gt;). In aspiring to create the 'blockbuster' game (particularly 1st / 3rd person shooters) it seems like game directors and producers are adopting a similarly myopic stance.&lt;br /&gt;&lt;br /&gt;In the music history class during my first degree we were once given an assignment - 'Write the history of western music on the back of a postcard'. (I'm a great believer that if you really, truly understand something that you should be able to explain it simply and concisely - otherwise you don't really understand it, so this is in my view a great assignment to do on any subject !). Being immersed in the detail of music history at the time of course I thought it impossible, and failed miserably. Now however I think I may have at least a stab at fitting it onto the back of a postage stamp instead. The history of western music perhaps goes as follows :&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;Rhythm, Melody, Harmony, Timbre.&lt;br /&gt;&lt;div align="left"&gt;Discuss.....&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;img src="http://lh3.ggpht.com/_o2B77F191CE/STKaDW-3z4I/AAAAAAAAAVk/TwGHHcaGu7M/%5BUNSET%5D.jpg?imgmax=800" style="max-width: 800px; float: left; margin-top: 10px; margin-bottom: 10px; margin-right: 10px;" width="226" height="262" /&gt;I think that in the age of timbre it is time that game producers had the confidence in their composers to allow them to use a wider palatte of instrumentation and sound. It's interesting to note how the film soundtracks that have explored this have become so influential (I'm talking about 'scored' movies here - not ones that use a lot of soundtrack music).&lt;br /&gt;&lt;br /&gt;Morricone's 'westerns', Vangelis 'Blade Runner', Mancini's 'Pink Panther', Bernard Hermann's 'The day the earth stood still', and 'Taxi driver' (not to mention the unusual use of strings in 'Psycho') and other iconic scores are characterised not purely on their melodic / harmonic / rhythmic approach but by their instrumentation.&lt;br /&gt;&lt;br /&gt;So a call for less music - more timbre ?&lt;br /&gt;&lt;br /&gt;How does all this relate to my personal hard drive tragedy ? Well the drive that went down was the drive called 'Patches' that, in addition to having various commercial sample banks (which given endless patience I can reinstall), had numerous sample patches that I'd put together over the last few years. So given this discussion maybe it's a good impetus to get out the mic and start creating some new ones instead of reaching for the nearest 'Orchestral sample patch 101' ?&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-6142743760845802830?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6142743760845802830'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6142743760845802830'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/11/music-silence-timbre.html' title='Music, Silence, Timbre'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh3.ggpht.com/_o2B77F191CE/STKaDW-3z4I/AAAAAAAAAVk/TwGHHcaGu7M/s72-c/%5BUNSET%5D.jpg?imgmax=800' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-8168556318930497343</id><published>2008-10-26T11:54:00.003Z</published><updated>2008-11-30T13:56:59.059Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='interactive'/><category scheme='http://www.blogger.com/atom/ns#' term='interactive music'/><title type='text'>Faceache</title><content type='html'>&lt;div xmlns="http://www.w3.org/1999/xhtml"&gt;Now that's what I call interactive music !&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/YxdlYFCp5Ic&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/YxdlYFCp5Ic&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-8168556318930497343?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/8168556318930497343'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/8168556318930497343'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/10/faceache.html' title='Faceache'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-7795551754054846163</id><published>2008-10-22T22:03:00.005+01:00</published><updated>2008-12-01T18:36:10.481Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>In Space no one can hear you drone on about game audio</title><content type='html'>&lt;div xmlns="http://www.w3.org/1999/xhtml"&gt;I've heard the PC control scheme leaves something to be desired but I'm still looking forward to this game.&lt;br /&gt;&lt;a href="http://www.techshout.com/images/dead-space-ss.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="150" src="http://www.techshout.com/images/dead-space-ss.jpg" style="max-width: 800px;" width="200" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.originalsoundversion.com/?p=693"&gt;Original sound version interview&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.music4games.net/News_Display.aspx?id=1070"&gt;Music4Games&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Another Music4Games - &lt;a href="http://www.music4games.net/Features_Display.aspx?id=306"&gt;Interview with the composer Jason Graves&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.music4games.net/Features_Display.aspx?id=313"&gt;Interview about the technical implementation of the music with Don Veca.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/UfjkoqEt5mI&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/UfjkoqEt5mI&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-7795551754054846163?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/7795551754054846163'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/7795551754054846163'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/10/in-space-no-one-can-hear-you-drone-on.html' title='In Space no one can hear you drone on about game audio'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-4603036918242338942</id><published>2008-10-20T17:00:00.001+01:00</published><updated>2008-10-20T20:47:37.409+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Nobody likes to hear 'it's in the post'</title><content type='html'>In a recent article in gamasutra by Alexander Brandon &lt;a href="http://www.gamasutra.com/view/feature/3814/nextgen_audio_squareoff_.php"&gt;'Next Gen Audio Square-off'&lt;/a&gt;, Gene Semel, audio  director of SCEA says,&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;'I foresee more robust real-time logic systems that will allow sound designers and production directors to actually make decisions and mix the game at a "post-production" like stage of development. '&lt;br /&gt;&lt;/i&gt;&lt;/blockquote&gt;Looking at examples like Scarface (&lt;a href="http://www.gamasutra.com/features/20070322/bridgett_01.shtml"&gt;Rob Bridgett Gamasutra postmortem,&lt;/a&gt; + mix magazine article &lt;a href="http://mixonline.com/newmedia/newformats/audio_scarface_simlish/"&gt;here)&lt;/a&gt; the opportunities for 'mixing' the game audio soundscape, as opposed to treating it in the fixed way that has traditionally been the approach up until now, are really exciting.....&lt;br /&gt;&lt;br /&gt;Scarface GDC 2007&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/20oOnmR3rsA&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/20oOnmR3rsA&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;(Another interesting discussion on game mixing on &lt;a href="http://tech.groups.yahoo.com/group/gameaudiopro/message/14352"&gt;gameaudiopro here) &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;However we need be be careful not to wish the 'post-production' role upon ourselves anytime soon. &lt;i&gt; &lt;/i&gt;(I'm pretty sure this is not what Gene really meant but let's discuss it anyway...). As I discussed in &lt;a href="http://sound-music-interactive-games.blogspot.com/2008/06/dsp-plugins-for-real-time-control-in.html"&gt;my related blog post&lt;/a&gt; what is needed is better , earlier integration with the planning and development stages, not to ape the unhealthy practices of many films.&lt;br /&gt;&lt;br /&gt;Over on &lt;a href="http://groups.yahoo.com/group/sound-article-list/"&gt;'Sound-article-list'&lt;/a&gt; Randy Thom suggested reading an article from &lt;a href="http://www.filmjournal.com/filmjournal/index.jsp"&gt;Film Journal International,&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.filmjournal.com/filmjournal/esearch/article_display.jsp?vnu_content_id=1002726817"&gt;'Setting the scene : Inside the world of the production designer'&lt;/a&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;'Below is a link to an article on Production Design. Trying to imagine what it would be like as a sound designer to be taken even ten percent as seriously as a production designer, I think it's useful to learn as much as possible about their process with the director.'&lt;/i&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;i&gt;&lt;/i&gt;&lt;a href="http://groups.yahoo.com/group/sound-article-list/message/4114"&gt;(Read the full thread here) &lt;/a&gt;&lt;/blockquote&gt;Bob Kessler sums up a typical scenario,&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;'I work primarily on lo/no/micro budget projects. Most of the time I am retained after the first edit is completed, and that happens when the client realizes that there is more to sound than having an unpaid first-time PA with nothing better to do hold a cheap mic on a broomstick somewhere in the vicinity of the talent. That being the case I spend the bulk of my time doing noise reduction or incredibly painful ADR sessions and then adding what touches I can before a quick mix. On those rare occasions when I am consulted before shooting begins I mostly spend my time lobbying for them to hire a competent production sound team.'&lt;/i&gt;&lt;/blockquote&gt;Dave Stone also describes &lt;a href="http://groups.yahoo.com/group/sound-article-list/message/4136"&gt;how the structure of film-making and the concept of sound as a post-production process mitigates against creative involvement.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;It was refreshing to read &lt;a href="http://www.gamasutra.com/view/feature/3736/towards_more_meaningful_games_a_.php?page=1"&gt;Sande Chen's excellent article on Gamasutra&lt;/a&gt; and the call for a multidisciplnary approach.&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;'By espousing this multidisciplinary approach to narrative design, developers can elevate the art of game development as well as increase the bottom line. Meaningful games require advance planning, but players benefit much from the integration of story, art, gameplay, sound, and music. Using themes, narrative designers ensure that each play experience is not only immersive, but also a meaningful one....&lt;/i&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;i&gt;If we're going to build really powerful games, we need interdisciplinary teams," says Sheri Graner Ray. As a freelance game designer and production consultant, Ray knows firsthand the level of collaboration that can occur when artists, writers, designers, programmers, and composers work together....&lt;br /&gt;&lt;br /&gt;As with the narrative designer, Ray recommends bringing in a sound designer and/or composer early as part of an interdisciplinary team. She understands fully the power of sound and music in games. Just recently, she heard the notes from a once-favorite game and experienced an emotional pull back to those times. "I almost got misty over it," she recalls. "It was like a family reunion." Truly, the emotional heartbeat of a game can be heard through its music and sound design. Narrative designers can work with composers and sound designers to strengthen the emotional connection so that players always have a powerful and meaningful experience.'&lt;/i&gt;&lt;/blockquote&gt;So at a time when the technology seems to finally be there to allow us to play an equal role in the storytelling within games let us not be relegated to the 'post' production model of film.&lt;br /&gt;&lt;br /&gt;I'll leave the last words to &lt;a href="http://www.music4games.net/Features_Display.aspx?id=287"&gt;John Broomhall&lt;/a&gt;  from this &lt;a href="http://www.music4games.net/"&gt;Music4games&lt;/a&gt; interview.&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;&lt;span id="Copy"&gt;'I believe game audio pros have always taken inspiration from all other media.  Looking at movies in particular, and thinking about the craft and artistry of sound design, there’s 80 years of development that I’m sure all of us in audio have drawn upon.  It’s very exciting that, as technology barriers and constraints fall away, we’re all on more of a level playing field technically - and it’s the power of ideas that really matters.  Whether film or games, we are all creating stories, emotional moments, intense action and drama – and sound is an amazing tool to deploy. ........&lt;/span&gt;&lt;/i&gt; &lt;/blockquote&gt;&lt;blockquote&gt;&lt;i&gt;&lt;span id="Copy"&gt;&lt;/span&gt;&lt;/i&gt;&lt;br /&gt;&lt;div align="justify"&gt;&lt;span id="Copy"&gt;&lt;i&gt;A few years back, it was a huge blast simply to bring virtual worlds to life – and realism was the watchword.  As time progressed, we became able to create a dense literal description of the world with carefully placed sound emitters and x, y, z co-ordinates in 3D geometry spaces, sporting scientifically accurate acoustic reflections and reverberation. ......&lt;/i&gt;&lt;/span&gt;&lt;span id="Copy"&gt;&lt;i&gt;But what about the subjectively chosen sound treatments that are used purely to enhance and underscore drama and narrative?  How many games have fully explored the potent force of sound that tells a story, provides exposition and characterization, leads navigation and drives primal emotional responses – sound that works beyond the literal using metaphor and suggestion?........&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;div align="justify"&gt;&lt;blockquote&gt;&lt;span id="Copy"&gt;&lt;i&gt;&lt;span id="Copy"&gt; It seems to me that we have a job of evangelization to do and that’s something that needs to happen in every developer all over the world, week-to-week.'&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-4603036918242338942?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/4603036918242338942'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/4603036918242338942'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/09/nobody-likes-to-hear-its-in-post.html' title='Nobody likes to hear &apos;it&apos;s in the post&apos;'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-4207541293973838182</id><published>2008-10-20T11:37:00.002+01:00</published><updated>2008-10-20T20:48:06.755+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interactive music'/><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><category scheme='http://www.blogger.com/atom/ns#' term='sound design'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Game Sound Book</title><content type='html'>&lt;div xmlns="http://www.w3.org/1999/xhtml"&gt;Karen Collins (of &lt;a href="http://www.gamessound.com/"&gt;Gamesound.com)&lt;/a&gt; has written a &lt;a href="http://www.gamessound.com/books.htm"&gt;rather good book&lt;/a&gt; !&lt;br /&gt;I can highly recccommend it as probably the most academic (in a good way !) book on the subject so far. Particularly strong on dynamic and interactive music techniques it's a must read for anyone interested in game audio.&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;img src="http://www.gamessound.com/images/026203378X-medium.jpg" style="max-width: 800px;" /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-4207541293973838182?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/4207541293973838182'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/4207541293973838182'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/10/game-sound-book.html' title='Game Sound Book'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-3533967081192995891</id><published>2008-10-02T10:37:00.013+01:00</published><updated>2008-10-20T20:49:03.137+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sound design'/><category scheme='http://www.blogger.com/atom/ns#' term='audio-visual'/><title type='text'>Multimodal Crisps</title><content type='html'>I'm always interested in examples of multimodal perception so the recent &lt;a href="http://improbable.com/ig/winners/"&gt;Ig Nobel Prize&lt;/a&gt; awards caught my attention. &lt;a href="http://www.aqr.org.uk/inbrief/document.shtml?doc=charles.spence.28-02-2008.future"&gt;Charles Spence&lt;/a&gt; won an award for his 'improbable research' on &lt;a href="http://www3.interscience.wiley.com/journal/118784133/abstract"&gt;THE ROLE OF AUDITORY CUES IN MODULATING THE PERCEIVED CRISPNESS AND STALENESS OF POTATO CHIPS&lt;/a&gt;.&lt;br /&gt;(Summary &lt;a href="http://www.guardian.co.uk/education/2006/may/23/highereducation.research"&gt;here&lt;/a&gt;.)&lt;br /&gt;&lt;br /&gt;&lt;i&gt; "We investigated whether the perception of the crispness and staleness of potato chips can be affected by modifying the sounds produced during the biting action. Participants in our study bit into potato chips with their front teeth while rating either their crispness or freshness using a computer-based visual analogue scale."&lt;br /&gt;&lt;/i&gt;&lt;br /&gt;It was found that &lt;i&gt;,&lt;br /&gt;&lt;/i&gt;&lt;br /&gt;&lt;i&gt;"The potato chips were perceived as being both crisper and fresher when either the overall sound level was increased, or when just the high-frequency sounds (in the range of 2-20 kilohertz) were selectively amplified."&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://news.bbc.co.uk/1/hi/sci/tech/7650103.stm"&gt;Ig Nobel Prize - BBC Coverage &lt;/a&gt;&lt;i&gt; &lt;/i&gt;&lt;br /&gt;&lt;br /&gt;In other words the sound associated with the crisps affected how they taste. &lt;a href="http://www.dailymail.co.uk/news/article-448840/Seafood-served-ipod-Heston-Blumenthals-latest-recipe.html"&gt;(Charles has also done some work with the Chef Heston Blumenthal who has created a dish where the customers listen to the sounds of the sea whilst eating.)&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;This is not as bizarre as it sounds as our senses work together to help us perceive the world. &lt;span style="font-family: Arial;"&gt;There's some evidence that &lt;/span&gt;&lt;a href="http://www.beatricedegelder.com/documents/Vroomen2004Perceptualeffects.pdf" style="font-family: inherit;"&gt;vision calibrates audio in terms of spacial information&lt;/a&gt;&lt;span style="font-family: inherit;"&gt;, &lt;/span&gt;&lt;a href="http://www.accelerated-learning-online.com/research/auditory-influences-visual-temporal-rate-perception.asp" style="font-family: inherit;"&gt;sound calibrates vision in terms of temporal information&lt;/a&gt;&lt;span style="font-family: inherit;"&gt; as they are respectively more accurate in their different fields. &lt;/span&gt;Another classic example of the slightly bewildering outcomes of this is the McGurk effect.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/jtsfidRq2tw&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/jtsfidRq2tw&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Still not convinced ?Watch these two versions of these blobs moving across the screen. Without prompting most people see them as bouncing off eachother firstly, before a different version shows them flying past eachother. (Of course its just the same video with different sound)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/-oyVSdwG-N8&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/-oyVSdwG-N8&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It's clear that such multimodal perception permeates our culture when we think of statements such as 'That tastes very sharp', ' It's bitterly cold', 'That's a loud shirt'. There's also been the suggestion by some that the corss modal influence of shape and sound may form the original of spoken language - as shown by the &lt;a href="http://en.wikipedia.org/wiki/Image:Booba-Kiki.svg"&gt;Booba / Kiki effect.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_o2B77F191CE/SPhpjIqmkPI/AAAAAAAAAU4/n2oBID_Wnlg/s1600-h/Kiki.bmp" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_o2B77F191CE/SPhpjIqmkPI/AAAAAAAAAU4/-9ezntyteGg/s200-R/Kiki.bmp" style="height: 123px; width: 175px;" /&gt;&lt;/a&gt;&lt;a href="http://2.bp.blogspot.com/_o2B77F191CE/SPhplBxL5nI/AAAAAAAAAVA/34ZtszLyx7c/s1600-h/Buba.bmp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_o2B77F191CE/SPhplBxL5nI/AAAAAAAAAVA/OnPxy-4_ZOA/s200-R/Buba.bmp" style="height: 114px; width: 163px;" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;If one of these shapes is called a booba, and the other a Kiki then which is which ? 95-98% of people agree - but why would they unless there is some sort of relationship between the visual shape and the sound of the word. (Great series of 'Reith Lectures' given by Vilayanur Ramachandran in which he discusses this &lt;a href="http://www.bbc.co.uk/radio4/reith2003/lecture1.shtml"&gt;here)&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="font-family: inherit; font-weight: bold;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit; font-weight: bold;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-weight: bold;"&gt;Why is any of this of more than passing interest to us as sound designers ? &lt;/span&gt;Well it's multimodal perception that allows us to do what we do, characterising a visual object through the bonding of sound and image (&lt;a href="http://filmsound.org/chion/sync.htm"&gt;Synchresis &lt;/a&gt;) or &lt;a href="http://filmsound.org/murch/stretching.htm"&gt;stretching the relationship&lt;/a&gt; between the audio and visual to create a sum that's greater than it's parts.&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;These ideas concerning multimodal perception are closely linked with the concept / condition of &lt;a href="http://psyche.cs.monash.edu.au/v2/psyche-2-10-cytowic.html"&gt;Synesthesia&lt;/a&gt; (&lt;a href="http://en.wikipedia.org/wiki/Synesthesia#cite_note-isbn0-262-03296-1-0"&gt;wiki&lt;/a&gt;) where sensory information of one mode of perception is involutarily experienced through another. For example seeing letters of the alphabet in consistent colours, or experiencing sounds as taste.&lt;br /&gt;&lt;br /&gt;This has a long history in the arts (&lt;a href="http://www.paradise2012.com/visualMusic/musima/"&gt;Summary of 'visual music' colours and synesthesia in the arts)&lt;/a&gt;&lt;br /&gt;and continues to hold a fascination for many, including &lt;span style="font-size: small;"&gt;&lt;a href="http://www.gamasutra.com/view/feature/3541/expressing_the_future_tetsuya_.php"&gt;Tetsuya Mizuguchi, designer of the game REZ&lt;/a&gt;.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;Of which more another time ....&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.flong.com/"&gt;Golan Levin&lt;/a&gt; has a comprehensive &lt;a href="http://www.flong.com/texts/lists/list_synesthesia_bibliography/"&gt;bibliography of synestheia and phonesthesia&lt;/a&gt; research.&lt;br /&gt;See also John Waterworth's &lt;a href="http://www.informatik.umu.se/%7Ejwworth/sensedoc.html"&gt;The case for synaesthetic media&lt;/a&gt;, do &lt;a href="http://createdigitalmusic.com/2008/07/17/vvvv-adds-music-features-get-your-synesthesia-patching-on-free-on-windows/"&gt;Get your synesthesia patching on : vvvv adds music features&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-family: Arial;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-3533967081192995891?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3533967081192995891'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3533967081192995891'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/10/multimodal-crisps.html' title='Multimodal Crisps'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_o2B77F191CE/SPhpjIqmkPI/AAAAAAAAAU4/-9ezntyteGg/s72-Rc/Kiki.bmp' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-8778996223541301357</id><published>2008-09-26T21:59:00.002+01:00</published><updated>2008-09-26T22:06:22.967+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><category scheme='http://www.blogger.com/atom/ns#' term='sound design'/><title type='text'>Gears of war 2</title><content type='html'>&lt;a href="http://media.ign.com/games/image/object/142/14232680/GOW2_Front_Of_Boxboxart_160w.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img src="http://media.ign.com/games/image/object/142/14232680/GOW2_Front_Of_Boxboxart_160w.jpg" width="67" border="0" height="96" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Gears of war 2 - big crunchy sounds - yeah !&lt;br /&gt;&lt;a href="http://www.gametrailers.com/player/39999.html?type=mov"&gt;Developer diary - Touch the sound.&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-8778996223541301357?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/8778996223541301357'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/8778996223541301357'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/09/gears-of-war-2.html' title='Gears of war 2'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-6930518972160125866</id><published>2008-09-26T12:54:00.002+01:00</published><updated>2008-09-26T13:00:20.627+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interactive music'/><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><category scheme='http://www.blogger.com/atom/ns#' term='sound design'/><title type='text'>Audio Engineering Society - Audio for games !</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.aes.org/events/35/images/header.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 345px; height: 75px;" src="http://www.aes.org/events/35/images/header.gif" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;The &lt;a href="http://www.aes.org/events/35/index.html"&gt;Audio Engineering Society 35th International conference is on 'Audio for Games' &lt;/a&gt;!&lt;br /&gt;Should be good. 11-13th Feb in London UK.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-6930518972160125866?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6930518972160125866'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6930518972160125866'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/09/audio-engineering-society-audio-for.html' title='Audio Engineering Society - Audio for games !'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-5398567427672044329</id><published>2008-09-15T20:01:00.004+01:00</published><updated>2008-09-28T12:55:42.304+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sound design'/><title type='text'>Earth's Sonic Mysteries from Noise Addicts</title><content type='html'>&lt;i&gt;&amp;nbsp;'If you listen closely, you’ll find that the earth is full of sounds.&amp;nbsp; Some are things that you hear every day, some are truly remarkable and some sounds hail from origins completely unknown.&amp;nbsp; What follows here is a list of “sonic mysteries” for your pleasure - many of them include audio.'&lt;/i&gt; &lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.noiseaddicts.com/2008/08/strange-sounds-earth-bloop-hum-mistpouffers/" style="color: black;"&gt;Strange an mysterious Sounds from the Earth - Mistpouffers,hum,bloop,Hell Hole,slow down,wow | Noise Addicts music and audio blog&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-5398567427672044329?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5398567427672044329'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5398567427672044329'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/09/earths-sonic-mysteries-from-noise.html' title='Earth&apos;s Sonic Mysteries from Noise Addicts'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-8200115757998762054</id><published>2008-09-04T21:02:00.010+01:00</published><updated>2008-10-16T18:47:08.056+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='film sound'/><category scheme='http://www.blogger.com/atom/ns#' term='found sound'/><category scheme='http://www.blogger.com/atom/ns#' term='sound design'/><category scheme='http://www.blogger.com/atom/ns#' term='sampling and synthesis'/><title type='text'>'Found sound'</title><content type='html'>Taking &lt;style&gt; &lt;!--  /* Style Definitions */  p.MsoNormal, li.MsoNormal, div.MsoNormal  {mso-style-parent:"";  margin:0cm;  margin-bottom:.0001pt;  mso-pagination:widow-orphan;  font-size:12.0pt;  font-family:"Times New Roman";  mso-fareast-font-family:"Times New Roman";  mso-ansi-language:EN-GB;} @page Section1  {size:612.0pt 792.0pt;  margin:72.0pt 90.0pt 72.0pt 90.0pt;  mso-header-margin:36.0pt;  mso-footer-margin:36.0pt;  mso-paper-source:0;} div.Section1  {page:Section1;} --&gt; &lt;/style&gt;Luigi Russolo's advice from &lt;a href="http://www.unknown.nu/futurism/noises.html"&gt;'The Art of Noises'&lt;/a&gt; &lt;a href="http://www.myspace.com/paulhartnollmusic"&gt;Paul Hartnoll&lt;/a&gt; (Orbital) has worked on the latest VW Golf ad 'Rhythms of everyday'.&lt;br /&gt;&lt;div class="MsoNormal" style="font-family: arial;"&gt;&lt;span lang="EN-GB" style="font-family: arial; font-size: 85%;"&gt;&lt;span style="font-style: italic;"&gt;“We must break out of this narrow circle of pure musical sounds and conquer the infinite variety of noise sounds.” &lt;/span&gt;(Russolo)&lt;/span&gt;&lt;span style="font-size: 85%;"&gt;&lt;object height="344" style="font-family: arial;" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/_56vWaaCxjg&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/_56vWaaCxjg&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=Dtnq_cALtDI&amp;amp;feature=related"&gt;Making of here.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Reminscent of Coldcuts 'Timber' it mixes the use of found sounds with a close audio-visual integration.&lt;br /&gt;&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/nLu7p9bTJ84&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/nLu7p9bTJ84&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Coldcut were / are (?)  involved in the development of the VJamm software - here's an illustration of how they use it in their sets.&lt;br /&gt;&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/II_2KKYlEMQ&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/II_2KKYlEMQ&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;As well as being open to all kinds of sound sources the use of 'Found sound' can also raise political points such as in Matthew Herberts &lt;a href="http://www.platdujour.co.uk/"&gt;'Plat du jour'&lt;/a&gt; which examines problems in our food chain through the use of related sounds to create the music itself.&lt;br /&gt;&lt;span style="font-size: 85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size: 85%; font-style: italic;"&gt;'I am tired of having to tolerate the international language of cheap convenience food - convenient mainly to those that make and serve it. The bright pinky orange of farmed salmon in aeroplane trays, the branded waters 1000 times more expensive than tap water, the dismal spread of the hotel breakfast buffet, with its pre-formed meat slices, pasteurised juices, mechanically produced bread and nestle yoghurts full of sugar and potassium sorbate… &lt;/span&gt;&lt;span style="font-size: 85%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;       &lt;span style="font-size: 85%; font-style: italic;"&gt; This record then, aims to tell some of the hidden stories behind the overly-elaborate and wasteful packets. It looks at what's on the menu and asks you to makes decisions based on criteria other than taste. The album will include tracks made from a grain of sugar, 30,000 chickens, a salmon farm, the sewers below London and water.'&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Similarly Matmos' album&lt;a href="http://www.brainwashed.com/common/htdocs/discog/ole489.php?site=matmos"&gt; 'A chance to cut is a chance to cure'&lt;/a&gt; uses sounds recorded during plastic surgery procedures (not for the squeamish). (&lt;a href="http://www.newmusicbox.org/article.nmbx?id=5715"&gt;Good interview with Matmos here.&lt;/a&gt;)&lt;br /&gt;&lt;br /&gt;On a games related note below is a track made by using the weapon sounds from 'Call of Duty' by Serpento. &lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/9-4IFUak_U0&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/9-4IFUak_U0&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-8200115757998762054?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/8200115757998762054'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/8200115757998762054'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/09/found-sound.html' title='&apos;Found sound&apos;'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-5749356144782283762</id><published>2008-08-30T22:43:00.008+01:00</published><updated>2009-03-28T10:51:29.012Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><title type='text'>Portal and Vocal Characterisations</title><content type='html'>Coming late to the &lt;a href="http://orange.half-life2.com/portal.html"&gt;Portal&lt;/a&gt; party I have to say I really enjoyed the game although all the flying through the air and flipping around did make me a little queasy at times. There's been a lot of comment on the great voice characterisation of Glados and of course the now infamous &lt;a href="http://www.youtube.com/watch?v=RthZgszykLs&amp;amp;feature=related"&gt;Portal Song&lt;/a&gt; - don't watch this unless you've completed the game as it will spoil it !&lt;br /&gt;&lt;br /&gt;There was some discussion of how the process was done at &lt;a href="http://www.engineaudio.com/latest/portal-voice-the-glados-commentary.html"&gt;Engine Audio&lt;/a&gt; but it seems to have disappeared and so below is a youtube version instead :&lt;br /&gt;&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/648DRxIfgx4&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/648DRxIfgx4&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;There are a couple of ideas about how to recreate the effects &lt;a href="http://www.devjournals.com/tutorials/portal/creating_a_glados-like_voice"&gt;here&lt;/a&gt; and &lt;a href="http://www.youtube.com/watch?v=1oQn66gvwKA&amp;amp;feature=related"&gt;CosmicD has done a tutorial&lt;/a&gt; on how to recreate the vocal effect using &lt;a href="http://www.celemony.com/cms/"&gt;Melodyne&lt;/a&gt; (while your there &lt;a href="http://www.celemony.com/cms/index.php?id=dna_interview&amp;amp;L=0"&gt;look at the video&lt;/a&gt; doc on their new 'direct access' technology - impressive and certain to result in a flurry, more like slurry, of crazy remixes featuring Girls Aloud singing Bach Cantatas etc).&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/1oQn66gvwKA&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/1oQn66gvwKA&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;br /&gt;&lt;br /&gt;Whilst GlaDOS is great she still doesn't beat my favorite menacing-female-sci-fi-type-character  &lt;a href="http://www.youtube.com/watch?v=NOFZ5fv_pb8&amp;amp;feature=related"&gt;Shodan from System Shock&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;If you enjoyed the game then don't forget to check out &lt;a href="http://armorgames.com/play/107/portal-the-flash-version"&gt;the flash version &lt;/a&gt;and &lt;a href="http://stillaliveds.free.fr/index.php"&gt;'Still Alive'&lt;/a&gt; for the NDS. Also the highly amusing &lt;a href="http://smoothfewfilms.com/2008/01/18/portal-a-day-in-the-life-of-a-turret-2/"&gt;'Day in the life of a turret'&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-5749356144782283762?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5749356144782283762'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5749356144782283762'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/08/portal-and-vocal-characterisations.html' title='Portal and Vocal Characterisations'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-1449971335109573401</id><published>2008-07-31T10:42:00.001+01:00</published><updated>2008-07-31T10:45:57.321+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Don't try this at home ! Warhammer music.</title><content type='html'>Came across this video via &lt;a href="http://www.originalsoundversion.com/?p=174"&gt;originalsoundversion&lt;/a&gt; blog. Probably not a good idea !&lt;br /&gt;&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/7_ujHHVfYdU&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/7_ujHHVfYdU&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-1449971335109573401?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1449971335109573401'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1449971335109573401'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/07/dont-try-this-at-home-warhammer-music.html' title='Don&apos;t try this at home ! Warhammer music.'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-6986378546063450588</id><published>2008-07-21T20:57:00.005+01:00</published><updated>2008-12-10T03:54:16.532Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='sound design'/><title type='text'>Wall-E Sponsored by Mac ?</title><content type='html'>&lt;div class="separator" style="text-align: center; clear: both;"&gt;&lt;a href="http://4.bp.blogspot.com/_o2B77F191CE/SIcEWAlKvBI/AAAAAAAAAD4/ihjXq50ToMY/s1600-h/wall-e-poster3.jpg" imageanchor="1" style="border: 0pt none ; background-color: transparent; clear: left; margin-bottom: 1em; float: left; margin-right: 1em;"&gt;&lt;img src="http://4.bp.blogspot.com/_o2B77F191CE/SIcEWAlKvBI/AAAAAAAAAD4/5rxU_r7jj_E/s200-R/wall-e-poster3.jpg" style="border: 0pt none ;" /&gt;&lt;/a&gt;&lt;/div&gt;Unusually Ben Burtt as sound designer has been doing the promotional rounds for the film 'Wall-E'. (&lt;a href="http://sound-music-interactive-games.blogspot.com/2008/05/ben-burtt.html"&gt;See my previous post&lt;/a&gt;). A great film with as you would expect some really nice vocal type sound characterisations.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;A smirk was raised by Wall-E's 'reboot' sound which is uncannily similar to the Mac startup sound - a bit of an in-joke I guess. Reminded me of this related prank.&lt;br /&gt;&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/8KUKG7Sz2ts&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/8KUKG7Sz2ts&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;More on the mac startup sound &lt;a href="http://musicthing.blogspot.com/2005/05/tiny-music-makers-pt-4-mac-startup.html"&gt;here&lt;/a&gt;. I'm obviously not the first to notice this ! More on Mac referenced in Wall-E here.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/fMDdjltQfuI&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/fMDdjltQfuI&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-6986378546063450588?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6986378546063450588'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6986378546063450588'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/07/wall-e-sponsored-by-mac.html' title='Wall-E Sponsored by Mac ?'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_o2B77F191CE/SIcEWAlKvBI/AAAAAAAAAD4/5rxU_r7jj_E/s72-Rc/wall-e-poster3.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-3387222643070762092</id><published>2008-06-25T12:46:00.002+01:00</published><updated>2008-12-10T03:54:16.545Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Name That Game - Game sounds quiz</title><content type='html'>&lt;a href="http://www.pbs.org/kcts/videogamerevolution/arcade/name/index_flash.html"&gt;The Video Game Revolution: Name That Game | PBS&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I did particularly badly in this - not enough ZX Spectrum classics !&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="text-align: center; clear: both;"&gt;&lt;a href="http://1.bp.blogspot.com/_o2B77F191CE/SHpKYGH0rTI/AAAAAAAAADw/AvOdhRZwapA/s1600-h/screenshot.bmp" imageanchor="1" style="border: 0pt none ; background-color: transparent; margin-left: 1em; margin-right: 1em;"&gt;&lt;img src="http://1.bp.blogspot.com/_o2B77F191CE/SHpKYGH0rTI/AAAAAAAAADw/Crl8snaFI94/s320-R/screenshot.bmp" style="border: 0pt none ;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-3387222643070762092?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3387222643070762092'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3387222643070762092'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/06/name-that-game-game-sounds-quiz.html' title='Name That Game - Game sounds quiz'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_o2B77F191CE/SHpKYGH0rTI/AAAAAAAAADw/Crl8snaFI94/s72-Rc/screenshot.bmp' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-6934243137070494961</id><published>2008-06-24T09:48:00.003+01:00</published><updated>2008-06-24T10:09:27.717+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interactive'/><category scheme='http://www.blogger.com/atom/ns#' term='installation'/><title type='text'>Game editors - Fun and Art ?</title><content type='html'>This looks fun, but I don't know if anybody is still playing Quake III. Probably a few dedicated people left ?&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.boingboing.net/2008/06/23/simpsons-map-for-qua.html"&gt;Simpsons map for Quake III Arena - Boing Boing&lt;/a&gt;&lt;object height="344" width="425"&gt;&lt;embed src="http://www.youtube.com/v/34LtrnnXQTc&amp;amp;hl=en" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;As these game editors are so easy to use I'm surprised not to see a lot more experimental or artistic work taking place using them. I'm working on an installation using the Unreal 3 engine right now but haven't seen a great deal of other stuff.&lt;br /&gt;&lt;br /&gt;I love this work by &lt;a href="http://www.unrealart.co.uk/"&gt;Alison Mealey&lt;/a&gt;  (interview &lt;a href="http://www.artificial.dk/articles/alison.htm"&gt;here&lt;/a&gt;) that uses Unreal Tournament processes to generate visual art.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.artificial.dk/articles/images/alison/jake_l.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://www.artificial.dk/articles/images/alison/jake_l.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span class="cleleven"&gt;&lt;span class="class1"&gt;&lt;br /&gt;&lt;a href="http://www.kurthentschlager.com/portfolio/karmacell/karmacell.html"&gt;Kurt Hentschläger&lt;/a&gt; has produced this work '&lt;/span&gt;&lt;/span&gt;KARMA/cell' using the Unreal 3 engine.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.kurthentschlager.com/portfolio/karmacell/imgs/karma12.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://www.kurthentschlager.com/portfolio/karmacell/imgs/karma12.jpg" alt="" border="0" /&gt;&lt;/a&gt;There's a large array of digital art taking place in &lt;a href="http://secondlife.com/"&gt;Second Life&lt;/a&gt; but if anyone knows of other game engine based work - let me know !&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-6934243137070494961?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='related' href='http://www.boingboing.net/2008/06/23/simpsons-map-for-qua.html' title='Game editors - Fun and Art ?'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6934243137070494961'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6934243137070494961'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/06/game-editors-fun-and-art.html' title='Game editors - Fun and Art ?'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-5601871503900839126</id><published>2008-06-22T12:00:00.004+01:00</published><updated>2009-07-22T20:52:10.403+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interactive'/><category scheme='http://www.blogger.com/atom/ns#' term='installation'/><title type='text'>Audio-visual-physical</title><content type='html'>This installation (&lt;a href="http://www.wowlab.net/index.php?ref=works-lightrain-en-concept"&gt;Light Rain - wowlab)&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.wowlab.net/index.php?ref=works-lightrain-en-concept"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/JcIldjcHHjU&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/JcIldjcHHjU&amp;amp;hl=en" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;reminded me of some of my favourite work by &lt;a href="http://www.flong.com/"&gt;Golan Levin&lt;/a&gt; and &lt;a href="http://www.thesystemis.com/"&gt;Zachary Lieberman &lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.flong.com/projects/messa/"&gt;'Messa di Voce'&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/GfoqiyB1ndE&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/GfoqiyB1ndE&amp;amp;hl=en" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/k5qKkJRmlQg&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/k5qKkJRmlQg&amp;amp;hl=en" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;When are we going to get this sort of stuff for the eyetoy ?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-5601871503900839126?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5601871503900839126'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5601871503900839126'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/06/audio-visual-physical.html' title='Audio-visual-physical'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-3926052351043244393</id><published>2008-06-19T13:02:00.007+01:00</published><updated>2008-10-04T10:58:24.416+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sampling and synthesis'/><title type='text'>Sampling, synthesis and software instrument links</title><content type='html'>&lt;h2&gt;&lt;span style="font-size: 130%;"&gt;Reaktor&lt;/span&gt;&lt;/h2&gt;&lt;a href="http://createdigitalmusic.com/"&gt;Create digital music&lt;/a&gt; - &lt;a href="http://createdigitalmusic.com/2008/06/20/korecdm-download-free-reaktor-powered-step-sequencer-more-reaktor-kore-performance-tips/"&gt;Frankenloop and more&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://createdigitalmusic.com/2008/07/03/korenoisepages-free-diy-grain-delay-reaktor-tutorial-plus-making-sense-of-kore/"&gt;Grain delays&lt;/a&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt; &lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://createdigitalmusic.com/2008/09/30/joys-of-reaktor-how-to-build-sequenced-instruments-free-goodies-and-a-new-lazyfish-creation-teaser/"&gt;Sequencing&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;h2&gt;&lt;span lang="EN-GB" style="font-size: 130%;"&gt;Creative Sampling&lt;/span&gt;&lt;/h2&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB" style="font-family: Arial; font-size: 100%;"&gt;&lt;a href="http://www.soundonsound.com/sos/dec98/articles/creatsamp.318.htm"&gt;http://www.soundonsound.com/sos/dec98/articles/creatsamp.318.htm&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB" style="font-family: Arial; font-size: 100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB" style="font-family: Arial; font-size: 100%;"&gt;&lt;a href="http://www.soundonsound.com/sos/jan99/articles/creatsamp.743.htm"&gt;http://www.soundonsound.com/sos/jan99/articles/creatsamp.743.htm&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB" style="font-family: Arial; font-size: 100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span lang="EN-GB" style="font-family: Arial; font-size: 100%;"&gt;&lt;a href="http://www.soundonsound.com/sos/1994_articles/jun94/sampling.html"&gt;http://www.soundonsound.com/sos/1994_articles/jun94/sampling.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;Vst Instruments&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.kvraudio.com/"&gt;http://www.kvraudio.com/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-3926052351043244393?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3926052351043244393'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3926052351043244393'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/06/sampling-synthesis-and-software.html' title='Sampling, synthesis and software instrument links'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-5965435104318301786</id><published>2008-06-16T20:12:00.004+01:00</published><updated>2008-06-16T20:53:28.061+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Richard Jacques On Game Music's Past, Present, And Future</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gamasutra.com/db_area/images/feature/3695/jacques_richard.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 100px; height: 130px;" src="http://www.gamasutra.com/db_area/images/feature/3695/jacques_richard.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;a href="http://www.gamasutra.com/view/feature/3695/staying_in_tune_richard_jacques_.php"&gt;Gamasutra - Staying In Tune: Richard Jacques On Game Music's Past, Present, And Future&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;There's some implicit criticism here from the interviewer of the current trend toward ochestral scoring of games in favour of what is referred to as a more 'iconic' style. I'm not really sure what is meant by this but I'm guessing it's an argument in favour of game music sounding like 'game music'.&lt;br /&gt;&lt;blockquote style="font-style: italic;"&gt;I can remember the theme songs of those older games, and part of it is, as you said, probably because I had to play through the levels so many times.&lt;br /&gt;&lt;br /&gt;RJ: Yeah, the exposure...&lt;br /&gt;&lt;br /&gt;But still, it's somewhat disturbing to me that I can't call to mind the music of recent games, a lot of them. Exceptions are like Halo, but that's partially because you have to wait on that loading screen for such a long time.&lt;/blockquote&gt;I'd certainly support as wide a variety of scores as is appropriate to the games but I think we should remember that game music, like film music, is part of a unified experience.  Perhaps if you can clearly remember the themes then it is drawing attention to itself too much ?&lt;br /&gt;&lt;br /&gt;I don't think music in games is going to be as memorable or invest itself with real emotional meaning until it is truly 'interactive' and at one with the  scene' rather than 'reactive' (see 'Hellgate London" post below!).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-5965435104318301786?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='related' href='http://www.gamasutra.com/view/feature/3695/staying_in_tune_richard_jacques_.php' title='Richard Jacques On Game Music&apos;s Past, Present, And Future'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5965435104318301786'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5965435104318301786'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/06/richard-jacques-on-game-musics-past.html' title='Richard Jacques On Game Music&apos;s Past, Present, And Future'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-1958270448564250596</id><published>2008-06-15T22:08:00.006+01:00</published><updated>2008-06-15T22:39:26.054+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='film sound'/><title type='text'>KUNG FU PANDA</title><content type='html'>Courtesy of filmsounddaily a couple of articles on Kung Fu Panda. Even in this streamed example is does sound great !&lt;br /&gt;&lt;a href="http://revver.com/video/907502/kung-fu-panda-behind-the-scenes-sound-design/"&gt;&lt;img src="http://frame.revver.com/frame/120x90/907502.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://filmsounddaily.blogspot.com/2008/06/kung-fu-panda-pt2.html"&gt;filmsound daily: KUNG FU PANDA pt.2&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Some nice ideas for WHOOSHES (+ don't forget &lt;a href="http://substation.co.nz/blog/?p=208"&gt;this&lt;/a&gt;)&lt;br /&gt;And discusion of working closely with the music in terms of negotiating separate frequency bands to avoid 'sonic mud'.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-1958270448564250596?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='related' href='http://filmsounddaily.blogspot.com/2008/06/kung-fu-panda-pt2.html' title='KUNG FU PANDA'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1958270448564250596'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1958270448564250596'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/06/kung-fu-panda.html' title='KUNG FU PANDA'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-5979612007957752216</id><published>2008-06-15T21:00:00.012+01:00</published><updated>2008-06-27T15:37:48.807+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Hellgate London - Music 'Interactive' or 'Reactive'</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.hellgatelondon.com/sites/all/themes/hellgatefinal/logo.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 212px; height: 187px;" src="http://www.hellgatelondon.com/sites/all/themes/hellgatefinal/logo.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;a href="http://www.music4games.net/"&gt;Music4games&lt;/a&gt; great article on the music for &lt;a href="http://www.music4games.net/Features_Display.aspx?id=214"&gt;Hellgate London by David Steinwedel.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Where our system shines is in micro-managing music. It allows for constant music cue changes according to the scope of a battle and how it’s going for the player. We can write cues and stingers for specific actions and conditions and switch to them instantaneously. As our audio programmer says, “It’s a good reactive music system.” And he’s right in most cases. However there are times when music needs to be proactive, looking ahead at what’s coming.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Here's the challenge of 'interactive' music. How do you build toward and anticipate an event (as film music does so effectively) when the player is in control, and therefore you don't actually know when that event is going to happen ?&lt;br /&gt;&lt;br /&gt;I was playing Half Life 2 : Episode 2 recently. Excellent game and great, very sparing, use of music. However the game / music symbiosis remains clumsy. When the 'bad guys' appear the music kicks in. Great - this works really well, giving a real emotional significance to the encounter (in contrast to most of the game which is played without music). And when I kill the last one the music fades out. But we need this to work better. I want the music to hit a climax at the exact moment of my coup de grace and then subside as the creature falls to the ground. How can we possibly do this with the music? My last bullet is not going to coincide nicely with a beat or barline. No, what the designers need to do is to actually engineer the music / game to work together. Do I really know exactly how many bullets will kill it ? Will I notice the difference between 17 and 19 ? Would it matter if the game engine actually said - well officially this monster should die right now but I'm just going to hold off for .75 of a second until that point comes along and then do it - BANG ! A gold star to the brave composer who suggests that to their producer !&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=OKrXxtYfAsI"&gt;Here's an example from the otherwise brilliant Half Life 2 Episode 2 of the problem.&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-5979612007957752216?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5979612007957752216'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5979612007957752216'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/06/hellgate-london-music-interactive-or.html' title='Hellgate London - Music &apos;Interactive&apos; or &apos;Reactive&apos;'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-8621302835328339250</id><published>2008-06-12T18:46:00.005+01:00</published><updated>2008-06-15T22:13:17.556+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Mario music crazyness !</title><content type='html'>Amazing but conclusive proof that some people have far too much time on their hands !&lt;br /&gt;&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Xz0PaPpmGa8&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/Xz0PaPpmGa8&amp;amp;hl=en" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=Xz0PaPpmGa8&amp;amp;eurl=http://www.boingboing.net/2008/05/28/custom-mario-levels.html"&gt;Custom mario levels&lt;/a&gt; by &lt;a href="http://www.youtube.com/user/IsoTkhs"&gt;IsoTkh&lt;/a&gt;&lt;br /&gt;Discovered courtesy of &lt;a href="http://www.boingboing.net/"&gt;boing boing&lt;/a&gt; and Tom Jackson.&lt;br /&gt;&lt;br /&gt;Related but unrealated - Mario composer Koji Kondo discusses his approach to composition.&lt;br /&gt;&lt;a href="http://www.1up.com/do/newsStory?cId=3157844"&gt;Mario Maestro shares his secrets (GDC 2007)&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-8621302835328339250?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/8621302835328339250'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/8621302835328339250'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/06/mario-music-crazyness.html' title='Mario music crazyness !'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-5970554591573032971</id><published>2008-06-12T08:50:00.005+01:00</published><updated>2008-09-12T09:07:09.270+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><title type='text'>DSP plugins and real-time mixing for games</title><content type='html'>Guy Whitmore talks to John Broomhall  in develop this month (&lt;a href="http://www.developmag.com/tutorials/74/Audio-QA-MGS-on-DSP"&gt;here&lt;/a&gt;) about using the greater processing power of current gen consoles for real time effects. Guy has a permenant place on my list of games audio genius's for his score to 'No one lives forever', probably still one of the most convincing adaptive games scores out there, and certainly the one that first convinced me it was possible. &lt;a href="http://www.iasig.org/pubs/interviews/guy_whitmore.shtml"&gt;He discusses it on the IASIG site&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;It's great to hear them discussing the reasons why the adoptiong of real time DSP and mixing is vital and that is to move away from the very fixed way in which games audio is usually treated.&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;div style="text-align: left;"&gt;&lt;b style="font-style: italic;"&gt;&lt;/b&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b style="font-style: italic;"&gt;John Broomhall: &lt;/b&gt;&lt;span style="font-style: italic;"&gt;As for dynamic mixing – presumably we also want to get funky with fader moves and DSP behaviours (in response to game variables we’re polling) for purely creative, moment-enhancing, subjective-effect reasons?&lt;/span&gt;&lt;br /&gt;&lt;b style="font-style: italic;"&gt;&lt;/b&gt;&lt;br /&gt;&lt;b style="font-style: italic;"&gt;Guy Whitmore:&lt;/b&gt;&lt;span style="font-style: italic;"&gt; Yes - I think most dynamic mix decisions would be based on emotional subjective things rather than realism. For me, mixing for games is way too stuck in a literal distance-based approach – everything getting quieter the further away it is, regardless of how important it is. We need a re-think and again, to me, DSP is a very important component, particularly when you’re getting into ‘I want this section to feel dreamy the second time’ or ‘I want the player to suddenly feel the sadness of the character’s feeling’. It’s the same type of emotional choices a sound designer for a movie might make but working in a non-linear context…&lt;/span&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/div&gt;If you listen to a film soundtrack there is often a deliberate attempt to highlight the story through a manipulation of the soundtrack, for example by hearing the filmworld through one of the characters' subjective point of view. (Read Randy Thom's &lt;a href="http://www.filmsound.org/articles/designing_for_sound.htm"&gt;'Designing a movie for sound'&lt;/a&gt; for more thoughts on this subject + all of &lt;a href="http://www.filmsound.org/"&gt;filmsound.org&lt;/a&gt; while you're there !). When audio in games is treated as a fixed system we miss out on all of these creative opportunities.&lt;br /&gt;&lt;br /&gt;Whilst working on a game I was once pleasantly surprised to come across a game designer who'd actually thought about sound.. At a certain point (when the player was crawling through an air duct above a room full of hostiles - classic !) he wanted all the sound to fade out and just to highlight the players movements and breathing in this confined space. Great idea (he'd obviously recently watched Bressons &lt;a href="http://en.wikipedia.org/wiki/A_Man_Escaped"&gt;'A man escaped'&lt;/a&gt;) but impossible to do with our then 'state of the art' audio engine without significant amount programming time (and of course that wasn't going to happen was it !).&lt;br /&gt;&lt;br /&gt;Over the past few years I've noticed a few specific instances where the audio system has started to become more flexible (in the now ubiquitous 'Shell Shock' effect - volume down + filtered sounds after proximity to an explosion - first noticed by me in the original 'Call of duty' but probably used somewhere before then) so lets hope this is a continuing trend.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-5970554591573032971?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5970554591573032971'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5970554591573032971'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/06/dsp-plugins-for-real-time-control-in.html' title='DSP plugins and real-time mixing for games'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-2737820775468001304</id><published>2008-05-28T19:18:00.012+01:00</published><updated>2008-11-07T13:56:42.470Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='film sound'/><category scheme='http://www.blogger.com/atom/ns#' term='sound design'/><category scheme='http://www.blogger.com/atom/ns#' term='sampling and synthesis'/><title type='text'>Ben Burtt</title><content type='html'>Here's an interview with one of the Godfathers of Sound Design, Ben Burtt.&lt;br /&gt;&lt;a href="http://filmsounddaily.blogspot.com/2008/05/indiana-jones-and-kingdom-of-crystal_17.html"&gt;Filmsound daily: INDIANA JONES AND THE KINGDOM OF THE CRYSTAL SKULL pt.2&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://benburttinterviews.blogspot.com/"&gt;Lots of interviews here&lt;/a&gt; courtesy of Sven E Carlsson of &lt;a href="http://filmsound.org/"&gt;filmsound.org&lt;/a&gt; fame &lt;br /&gt;&lt;br /&gt;Another &lt;a href="http://usoproject.blogspot.com/2008/05/mix-sound-for-film-feature-indiana_29.html"&gt;video doc&lt;/a&gt; on the Crystal skull found courtesy of &lt;a href="http://usoproject.blogspot.com/"&gt;UnidentifiedSoundObject&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;More from Ben Burtt - &lt;a href="http://uk.movies.ign.com/dor/objects/879322/wall8226e/videos/WallE_SpaceSound_High.html;jsessionid=9uajejq5oblen"&gt;This time on Wall.E.&lt;/a&gt; also discussions in this &lt;a href="http://www.studio360.org/episodes/2008/06/27"&gt;Studio360 interview&lt;/a&gt; and this &lt;a href="http://www.sfgate.com/cgi-bin/article.cgi?f=/c/a/2008/06/27/PKA711B9NF.DTL&amp;amp;amp;type=movies"&gt;San Francisco Chronicle&lt;/a&gt; article.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://imgs.sfgate.com/c/pictures/2008/06/19/dd-burt29_ph3_0498650884.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" src="http://imgs.sfgate.com/c/pictures/2008/06/19/dd-burt29_ph3_0498650884.jpg" style="cursor: pointer; display: block; margin: 0px auto 10px; text-align: center; width: 200px;" /&gt;&lt;/a&gt;You can see him manipulating a graphics tablet in one of his video interviews. I believe this is probably the &lt;a href="http://www.symbolicsound.com/cgi-bin/bin/view/Company/KymaX3Tau"&gt;Kyma system&lt;/a&gt;. he talks a little about how its set up in this interview - &lt;a href="http://www.moviesonline.ca/movienews_14930.html"&gt;moviesonline&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Links to more articles via &lt;a href="http://createdigitalmusic.com/2005/05/25/star-wars-and-sound-design/"&gt;'Create digital music'&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Nice slightly related Creature sound deisgn article by &lt;a href="http://www.dblondin.com/index.html"&gt;Darren Blondin&lt;/a&gt; &lt;a href="http://www.dblondin.com/101606.html"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Wall-E&lt;br /&gt;&lt;embed flashvars="object_ID=1187275&amp;amp;IGNMediaID=2562783&amp;amp;allownetworking=&amp;quot;all%&amp;quot;" height="360" src="http://images.rottentomatoes.com/files/flash/video/ev_rt.swf" type="application/x-shockwave-flash" width="433" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-2737820775468001304?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/2737820775468001304'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/2737820775468001304'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/05/ben-burtt.html' title='Ben Burtt'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-5370070327824330808</id><published>2008-05-28T18:58:00.002+01:00</published><updated>2008-05-28T20:23:05.625+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Troels B. Folmann</title><content type='html'>&lt;a href="http://www.troelsfolmann.com/blog/?cat=16"&gt;Interviews&lt;/a&gt; discussing his approach to composing music for games.&lt;br /&gt;Courtesy of FilmSoundDaily.org&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-5370070327824330808?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='related' href='http://www.troelsfolmann.com/blog/?cat=16' title='Troels B. Folmann'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5370070327824330808'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5370070327824330808'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/05/troels-b-folmann.html' title='Troels B. Folmann'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-5135406046000365188</id><published>2008-05-28T18:56:00.011+01:00</published><updated>2008-12-10T03:54:16.832Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Generative music for games</title><content type='html'>Some have argued that to be truly reponsive, and indeed interactive, music for games will need to be increasingly based on generative systems. Existing systems are already 'generative' in the sense that they generate new content based on rules (even if that is just to the extent of recombining randomly chosen elements). Perhaps we'll see a more low level example of generative game music in the procedurally based 'Spore'&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://uk.pc.gamespy.com/pc/spore/853810p1.html"&gt;GameSpy: The Beat Goes on: Dynamic Music in Spore&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.synthtopia.com/content/2008/06/16/will-wright-brian-eno-on-generative-music-gaming/"&gt;Will Wright and Brian Eno interview&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;In other news on the generative front is the announcement of new formats for 'Interactive Music' &lt;a href="http://www.computermusic.co.uk/page/computermusic?entry=can_new_audio_formats_really"&gt;Computer Music.&lt;/a&gt; Perhaps people are bored with the idea of music as a fixed, repeatable phenomenan. Instigated by the advent of sound recording 130 years ago perhaps this was just a curious blip in the history of music. Brian Eno puts it better than I could.&lt;br /&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="font-style: italic; font-family: arial;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;"Until 100 years ago, every musical event was unique: music was ephemeral and unrepeatable and even classical scoring couldn't guarantee precise duplication. Then came the gramophone record, which captured particular performances and made it possible to hear them identically over and over again. &lt;o:p _moz-userdefined=""&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-style: italic; font-family: arial;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;But now there are three alternatives: live music, recorded music and generative music. Generative music enjoys some of the benefits of both its ancestors. Like live music it is always different. Like recorded music it is free of time-and-place limitations - you can hear it when and where you want. &lt;o:p _moz-userdefined=""&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span lang="EN-GB" style="font-family: Arial; font-size: 100%;"&gt;&lt;span style="font-style: italic;"&gt;I really think it is possible that our grandchildren will look at us in wonder and say: "you mean you used to listen to exactly the same thing over and over again?"&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span lang="EN-GB" style="font-family: Arial; font-size: 100%;"&gt;(&lt;/span&gt;&lt;span style="font-size: 100%;"&gt;M&lt;/span&gt;ore on generative music &lt;a href="http://www.musictherapyworld.net/modules/mmmagazine/issues/20050411083630/20050411095852/MTT6_2_Brown2005.pdf"&gt;here&lt;/a&gt; and &lt;a href="http://www.ibm.com/developerworks/spaces/algomusic"&gt;here&lt;/a&gt;. Noatikl, generative music software and heir to Koan &lt;a href="http://www.intermorphic.com/tools/noatikl/"&gt;here&lt;/a&gt;)&lt;br /&gt;&lt;br /&gt;It could be argued that a similar situation is arising with 'passive' film watching vs 'interactive' gameplaying. (I'm sure you've all read the comparisons of GTAIV's opening weekend profits  / Hollywood movies etc). Obviously it's not that these forms are going to suddenly die out (after all people still paint don't they ??) but I'd be surprised if interactive gaming has not replaced film as the mainstream lesuire activity within the next 50 years. .. I digress..&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Given that the kind of manipulation offered by these formats (MPX4, MT9) would necessitate the avaiability of multiple audio channels (and consequently imply huge file sizes) I can't help thinking that this might imply the return of midi ! It would seem crazy to maintain the current approach of :&lt;br /&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_o2B77F191CE/SEUHiXJzfPI/AAAAAAAAADo/94eMfcSmnF8/s1600-h/generative.bmp" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_o2B77F191CE/SEUHiXJzfPI/AAAAAAAAADo/94eMfcSmnF8/s1600-h/generative.bmp" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5207576831035931890" src="http://4.bp.blogspot.com/_o2B77F191CE/SEUHiXJzfPI/AAAAAAAAADo/94eMfcSmnF8/s320/generative.bmp" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 335px; height: 118px;" /&gt;&lt;/a&gt;&lt;img alt="" src="file:///C:/DOCUME%7E1/Owner/LOCALS%7E1/Temp/moz-screenshot-2.jpg" /&gt;&lt;img alt="" src="file:///C:/DOCUME%7E1/Owner/LOCALS%7E1/Temp/moz-screenshot.jpg" /&gt;Indeed this very issue was raised by Jason Page and Michael Kelly (of Sony computer entertainment) in their suggestion that &lt;a href="http://createdigitalmusic.com/2007/03/09/back-to-the-future-midi-in-game-audio/"&gt;Midi is the future of game audio.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Some more discussion of this topic &lt;a href="http://www.joystiq.com/2007/03/08/midi-is-the-future-of-game-audio/"&gt;here&lt;/a&gt; (including an answer to the old "but midi sounds rubbish" chestnut !)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The most exciting / promising development afoot from real control over interactive music (strictly 'generative' or not) is of course the development of the &lt;a href="http://www.iasig.org/"&gt;ixmf&lt;/a&gt; format. There are many people looking forward to the first implementation of a tool for this - although this may take some time to appear ! In the meantime we can pine over the much neglected &lt;a href="http://www.microsoft.com/downloads/details.aspx?FamilyId=6E938A6E-B383-466B-A3EE-5A655BF5DB8C&amp;amp;displaylang=en"&gt;DirectMusic Producer&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-5135406046000365188?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5135406046000365188'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5135406046000365188'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/05/generative-music-for-games.html' title='Generative music for games'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_o2B77F191CE/SEUHiXJzfPI/AAAAAAAAADo/94eMfcSmnF8/s72-c/generative.bmp' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-1117044003177955149</id><published>2008-05-28T14:39:00.001+01:00</published><updated>2008-05-28T20:23:45.680+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Unreal Tournament 3 - Sound and Music</title><content type='html'>Lately I've been getting up to speed with the new Unreal engine's sound and music capabilities.&lt;br /&gt;Much more user friendly than UT2004 and with real scope for some interesting projects.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.music4games.net/Features_Display.aspx?id=192"&gt;Interview with the composers&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.music4games.net/Features_Display.aspx?id=192"&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-1117044003177955149?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='related' href='http://www.music4games.net/Features_Display.aspx?id=192' title='Unreal Tournament 3 - Sound and Music'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1117044003177955149'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1117044003177955149'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/05/unreal-tournament-3-sound-and-music.html' title='Unreal Tournament 3 - Sound and Music'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-128922311578340821</id><published>2008-05-28T11:54:00.001+01:00</published><updated>2008-06-03T10:08:43.103+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><title type='text'>The Game Audio Explosion - A Guide to Great Game Sound</title><content type='html'>Two part article on Game Audio by Steve Kutay&lt;br /&gt;&lt;span style="font-style: italic;"&gt;'the co-founder of Radius360, an award-winning audio post production company, specializing in sound for film and games, located in Los Angeles, California.'&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamer-king.info/2008/05/17/the-game-audio-explosion-a-guide-to-great-game-sound-part-i-pre-production-and-sound-design/"&gt;Part 1&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.gamer-king.info/2008/05/25/the-game-audio-explosion-a-guide-to-great-game-sound-part-ii-music-fmvs-and-audio-planning/"&gt;Part 2&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-128922311578340821?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='related' href='http://www.gamer-king.info/2008/05/17/the-game-audio-explosion-a-guide-to-great-game-sound-part-i-pre-production-and-sound-design/' title='The Game Audio Explosion - A Guide to Great Game Sound'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/128922311578340821'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/128922311578340821'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/05/game-audio-explosion-guide-to-great.html' title='The Game Audio Explosion - A Guide to Great Game Sound'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-3363837060953664599</id><published>2008-05-27T21:06:00.003+01:00</published><updated>2008-05-27T21:19:29.610+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><title type='text'>Surround sound in games</title><content type='html'>&lt;p align="left"&gt;&lt;img style="width: 84px; height: 98px;" alt="" src="http://www.music4games.net/Uploads/Images/gamesound.jpg" /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p align="left"&gt;Interview with Rik Ede focussing on surround sound in games.&lt;/p&gt;&lt;p align="left"&gt;&lt;a href="http://www.music4games.net/Features_Display.aspx?id=262"&gt;Music 4 Games -- The Future of Rock n' Roll &amp;amp; Interactive Entertainment. Est. 1999.&lt;/a&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;a href="http://www.music4games.net/Features_Display.aspx?id=262"&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-3363837060953664599?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='related' href='http://www.music4games.net/Features_Display.aspx?id=262' title='Surround sound in games'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3363837060953664599'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3363837060953664599'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/05/music-4-games-future-of-rock-n-roll.html' title='Surround sound in games'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-7036635364696528263</id><published>2008-02-17T19:50:00.004Z</published><updated>2008-02-24T20:23:42.474Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Game Music goes mainstream !</title><content type='html'>The Guardian had an &lt;a href="http://music.guardian.co.uk/electronic/story/0,,2256452,00.html"&gt;article on game music&lt;/a&gt; last friday.&lt;br /&gt;&lt;br /&gt;I have to agree with them that Bioshock's use of diegetic music is very effective at adding a real depth to the world. I don't think I've come across as good an example of the use of source music in games since Mafia's evocative use of Django Reinhart. It will be interesting to see how roles such as the &lt;a href="http://www.skillset.org/film/jobs/music/article_3863_1.asp"&gt;Music supervisors&lt;/a&gt; used in film may start to emerge for games as well.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-7036635364696528263?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/7036635364696528263'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/7036635364696528263'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/02/game-music-goes-mainstream.html' title='Game Music goes mainstream !'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-2568257844712160421</id><published>2008-01-12T20:27:00.001Z</published><updated>2008-02-24T20:23:54.104Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='film sound'/><title type='text'>'Reality' in documentary sound</title><content type='html'>A few articles recently have got me thinking about the public perception of sound as representing 'reality' - particularly in documentary and news context. The big hoo-har at UK BBC and ITV stations in recent months about 'fake' competition results and phone-in scandals has led to a bit of a media witch hunt to find example examples of 'fakeness'. &lt;a href="http://http//www.guardian.co.uk/media/2007/nov/16/bbc.television?gusrc=rss&amp;amp;feed=networkfront"&gt;Here's one &lt;/a&gt;about sound being dubbed onto a news broadcast - ironically probably originally intended to make the situation represented more 'real'. I read an article some time ago about a filmaker choosing to leave in clipped distortions of explosions in a film because it also made it seem more 'real' as we have become used to that sound through war reporting bulletins.&lt;br /&gt;&lt;br /&gt;There seems to be at least some awareness that the notion that 'the camera never lies' is deeply flawed but not as much about the manipulation of audio. The fact that our hearing (or rather listening) mechanisms give us a completely subjective experience of the world and that a recorded soundtrack must be one persons interpretation of this is not as much discussed but has great implications for the choices a 'reality' (news / documentary) film maker must make.&lt;br /&gt;&lt;br /&gt;Somebody should write an interesting article about this sometime :)&lt;br /&gt;&lt;br /&gt;(There's some nice discussion of using documentary sources for the soundtrack of 'The Kite Runner' &lt;a href="http://mixonline.com/post/features/audio_kite_runner/"&gt;here&lt;/a&gt;.)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-2568257844712160421?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/2568257844712160421'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/2568257844712160421'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/01/reality-in-documentary-sound.html' title='&apos;Reality&apos; in documentary sound'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-4011208907030242679</id><published>2008-01-12T20:21:00.001Z</published><updated>2008-02-17T20:05:43.881Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Mix Online - New game audio supplement</title><content type='html'>Mix Online are apparently starting up a game audio supplement - the first sample of which is &lt;a href="http://www.mixonline-digital.com/mixonline/gameaudio2007sample/"&gt;here.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Feb issue out &lt;a href="http://www.mixonline-digital.com/mixonline/gameaudio200802/"&gt;here&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://mixonline.com/game_audio/"&gt;Mix Game Audio Homepage&lt;/a&gt;&lt;a href="http://mixonline.com/game_audio/"&gt;.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;+ Short podcast on games audio &lt;a href="http://www.podtech.net/home/4777/the-reboot-video-game-audio"&gt;here&lt;/a&gt; courtesy of The reboot.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-4011208907030242679?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/4011208907030242679'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/4011208907030242679'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2008/01/mix-online-new-game-audio-supplement.html' title='Mix Online - New game audio supplement'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-1676715501702002115</id><published>2007-12-08T13:30:00.000Z</published><updated>2007-12-08T13:34:41.458Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><title type='text'>Unreal 3 Audio engine</title><content type='html'>These &lt;a href="http://www.youtube.com/profile_videos?user=SoundBlasterXFi&amp;amp;p=r"&gt;videos from creative labs&lt;/a&gt; look at the implementation of audio in the Unreal 3 engine.&lt;br /&gt;The UT2004 was pretty weak in terms of sound in it's basic incarnation (although many developer extended this significantly for their own games) so I'm looking forward to seeing what they've come up with.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-1676715501702002115?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1676715501702002115'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1676715501702002115'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/12/unreal-3-audio-engine.html' title='Unreal 3 Audio engine'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-6134012125880349515</id><published>2007-12-08T13:18:00.017Z</published><updated>2011-11-15T20:11:09.293Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='film music'/><title type='text'>Film music links</title><content type='html'>&lt;span lang="EN-GB"&gt;&lt;a href="http://slate.msn.com/id/2092021/#ContinueArticle"&gt;&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;  &lt;br /&gt;&lt;div align="left" class="MsoTitle" style="text-align: left;"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size: large;"&gt;General&lt;/span&gt;&lt;br /&gt;See also 'Film Music' Section &lt;a href="http://sound-music-interactive-games.blogspot.com/2007/10/books.html"&gt;here&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Music for the movies : Bernard Herrmann  &lt;br /&gt;&lt;div style="margin: 0cm 0cm 0.0001pt;"&gt;&lt;a href="http://www.youtube.com/watch?v=pX46Z8VAF7E&amp;amp;feature=related"&gt;http://www.youtube.com/watch?v=pX46Z8VAF7E&amp;amp;feature=related&lt;/a&gt;&lt;/div&gt;&lt;div style="margin: 0cm 0cm 0.0001pt;"&gt;Music for the movies : The Hollywood sound&lt;/div&gt;&lt;div style="margin: 0cm 0cm 0.0001pt;"&gt;&lt;a href="http://www.youtube.com/watch?v=NCEqRdEU7vI&amp;amp;feature=related"&gt;http://www.youtube.com/watch?v=NCEqRdEU7vI&amp;amp;feature=related&lt;/a&gt;&lt;/div&gt;&lt;div style="margin: 0cm 0cm 0.0001pt;"&gt;Randy Newman Interview &lt;/div&gt;&lt;div style="margin: 0cm 0cm 0.0001pt;"&gt;&lt;a href="http://www.randynewman.com/toclittlecriminals/littlecriminalstidbits/filmtvmanners"&gt;http://www.randynewman.com/toclittlecriminals/littlecriminalstidbits/filmtvmanners&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="SV"&gt;Hans Zimmer&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.youtube.com/view_play_list?p=41337E7EBD7311FC&amp;amp;search_query=hans+zimmer+interview"&gt;&lt;span lang="SV"&gt;http://www.youtube.com/view_play_list?p=41337E7EBD7311FC&amp;amp;search_query=hans+zimmer+interview&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;span lang="SV"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;John Williams&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.youtube.com/watch?v=AGsbKZnaT8E"&gt;http://www.youtube.com/watch?v=AGsbKZnaT8E&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;List of leitmotifs&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/Leitmotif"&gt;http://tvtropes.org/pmwiki/pmwiki.php/Main/Leitmotif&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div style="margin: 0cm 0cm 0.0001pt;"&gt;&lt;span lang="SV"&gt;Elfman style&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="margin: 0cm 0cm 0.0001pt;"&gt;&lt;a href="http://www.filmscoremonthly.com/features/elfman.asp"&gt;&lt;span lang="SV"&gt;http://www.filmscoremonthly.com/features/elfman.asp&lt;/span&gt;&lt;/a&gt;&lt;span lang="SV"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Senior VP for music universial picturtes&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.youtube.com/watch?v=-esS80tsplw&amp;amp;feature=related"&gt;http://www.youtube.com/watch?v=-esS80tsplw&amp;amp;feature=related&lt;/a&gt;&lt;a href="http://draft.blogger.com/blogger.g?blogID=5609695435084265009" name="_Toc183273822"&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.youtube.com/watch?v=kkViKwUaZx0&amp;amp;feature=related"&gt;http://www.youtube.com/watch?v=kkViKwUaZx0&amp;amp;feature=related&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Michael Kamen on Robin Hood&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.youtube.com/watch?v=zMxypoEAlik&amp;amp;feature=related"&gt;http://www.youtube.com/watch?v=zMxypoEAlik&amp;amp;feature=related&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Bobby Johnson&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.youtube.com/watch?v=3ivlqmH1xwY&amp;amp;feature=related"&gt;http://www.youtube.com/watch?v=3ivlqmH1xwY&amp;amp;feature=related&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The incredibles scoring&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.youtube.com/watch?v=lgl2g0XhBTE&amp;amp;feature=related"&gt;http://www.youtube.com/watch?v=lgl2g0XhBTE&amp;amp;feature=related&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;John Williams – Saving private ryan&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.youtube.com/watch?v=HDq1gETo18w&amp;amp;feature=related"&gt;http://www.youtube.com/watch?v=HDq1gETo18w&amp;amp;feature=related&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Jerry goldsmith&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.youtube.com/watch?v=uAhZP9BpPG8&amp;amp;feature=related"&gt;http://www.youtube.com/watch?v=uAhZP9BpPG8&amp;amp;feature=related&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Lots of movie composer interviews&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.youtube.com/view_play_list?p=2AEAC76E9C054CB9&amp;amp;search_query=featurette+composer&amp;amp;page=2"&gt;http://www.youtube.com/view_play_list?p=2AEAC76E9C054CB9&amp;amp;search_query=featurette+composer&amp;amp;page=2&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="SV" style="font-family: Calibri;"&gt;General intro &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://wapedia.mobi/en/Film_score"&gt;&lt;span lang="SV" style="font-family: Calibri;"&gt;http://wapedia.mobi/en/Film_score&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span lang="EN-GB"&gt;&lt;span lang="SV" style="font-family: Calibri;"&gt;The Process of Film Scoring with Richard Davies&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span lang="EN-GB"&gt;&lt;span lang="SV" style="font-family: Calibri;"&gt;&lt;a href="http://www.youtube.com/watch?v=zLdg5MU7sgk&amp;amp;feature=youtube_gdata"&gt;http://www.youtube.com/watch?v=zLdg5MU7sgk&amp;amp;feature=youtube_gdata&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="SV"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="font-family: inherit;"&gt;&lt;span lang="EN-GB" style="font-size: large;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: inherit;"&gt;&lt;span lang="EN-GB" style="font-size: large;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: inherit;"&gt;&lt;span lang="EN-GB" style="font-size: large;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: inherit;"&gt;&lt;span lang="EN-GB" style="font-size: large;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;span style="font-family: inherit; font-size: large;"&gt;Making a living from music for picture (Sound on Sound articles)&lt;/span&gt;&lt;/span&gt;&lt;b&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.soundonsound.com/sos/dec05/articles/musicforpicture.htm"&gt;1&lt;/a&gt;, &lt;a href="http://www.soundonsound.com/sos/jan06/articles/musicforpicture.htm"&gt;2&lt;/a&gt;, &lt;a href="http://www.soundonsound.com/sos/feb06/articles/musicforpicture.htm"&gt;3&lt;/a&gt;, &lt;a href="http://www.soundonsound.com/sos/mar06/articles/musicforpicture.htm"&gt;4&lt;/a&gt;, &lt;a href="http://www.soundonsound.com/sos/apr06/articles/musicforpicture.htm"&gt;5&lt;/a&gt;, &lt;a href="http://www.soundonsound.com/sos/may06/articles/musicforpicture_0506.htm"&gt;6&lt;/a&gt;, &lt;a href="http://www.soundonsound.com/sos/jun06/articles/musicforpicture_0606.htm"&gt;7&lt;/a&gt;, &lt;a href="http://www.soundonsound.com/sos/jul06/articles/musicforpicture_0706.htm"&gt;8&lt;/a&gt;, &lt;a href="http://www.soundonsound.com/sos/aug06/articles/musicforpicture_0806.htm"&gt;9&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;b&gt;&lt;span lang="EN-GB" style="font-family: Arial;"&gt; &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;&lt;h1&gt;&lt;a href="http://www.blogger.com/post-edit.g?blogID=5609695435084265009&amp;amp;postID=6134012125880349515" name="_Toc183928223"&gt;&lt;/a&gt;&lt;span style="font-size: large; font-weight: normal;"&gt;&lt;st1:place st="on"&gt;&lt;span lang="EN-GB"&gt;Orchestration and Instrumentation&lt;span style="font-size: small;"&gt; &lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Italian_musical_terms_used_in_English"&gt;Italian Terms used in Music&lt;/a&gt; (See Dynamics, and Techniques Sections).&lt;/span&gt;&lt;/span&gt;&lt;/st1:place&gt;&lt;/span&gt;&lt;/h1&gt;Interesting little documentary about &lt;a href="http://music.lionsgate.com/310/"&gt;Marco Baltrami's score for 3:10 to yuma&lt;/a&gt; particaularly his imaginative use of instrumentation, no doubt inspired by his mentor &lt;a href="http://en.wikipedia.org/wiki/Ennio_Morricone"&gt;Ennio Morricone&lt;/a&gt;.&amp;nbsp; &lt;a href="http://mixonline.com/post/features/interview-film-music-maestro-ennio-morricone/"&gt;&lt;span lang="EN-GB"&gt;Mix Magazine interview with Ennio Morricone.&lt;/span&gt;&lt;/a&gt;This theme is also picked up on in another short doc with Marco and Tommy Lee Jones about their collaboration on 'Three Burials of Melquiades Estrada'. (Related article on the sound for 3:10 &lt;a href="http://filmsounddaily.blogspot.com/2007/09/310-to-yuma-pt2.html"&gt;here&lt;/a&gt;.)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Midi Orchestration &lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.northernsounds.com/index.php?option=com_wrapper&amp;amp;Itemid=32"&gt;Scoring March of the Dinosaurs&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=w7xqEY_ld3s&amp;amp;feature=related"&gt;From Mockup to Orchestration&lt;/a&gt;&lt;br /&gt;&lt;span lang="EN-GB"&gt;Garrtian solo violin demo&lt;/span&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.northernsounds.com/forum/index.php?&amp;amp;Itemid=28"&gt;&lt;span lang="EN-GB"&gt;Northern sounds forum&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.northernsounds.com/forum/forumdisplay.php?f=77"&gt;&lt;span lang="EN-GB"&gt;Principles of orchestration&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.northernsounds.com/forum/showthread.php?t=56953"&gt;&lt;span lang="EN-GB"&gt;Videos of orchestral performances&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.garritan.com/GPO-control.html"&gt;&lt;span lang="EN-GB"&gt;Garritan Philharmonic Orchestra Features / techniques&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.garritan.com/tips_tutorials.html"&gt;&lt;span lang="EN-GB"&gt;&lt;/span&gt;&lt;/a&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.blogger.com/post-edit.g?blogID=5609695435084265009&amp;amp;postID=6134012125880349515"&gt;Garritan General tips / tutorials&lt;/a&gt; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.garritan.com/Rimsky-Korsakov.html"&gt;&lt;span lang="EN-GB"&gt;Garritan Rimsky-Korsakov orchestration course&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.soundonsound.com/sos/jul07/articles/pirates.htm"&gt;&lt;span lang="EN-GB"&gt;Sampling midi orchestration scoring pirates of the carribean 3&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;&lt;span style="font-size: small;"&gt;&lt;span lang="EN-GB"&gt;Sample libraries&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: small;"&gt;&lt;span lang="EN-GB"&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-GB"&gt; &lt;/span&gt;&lt;br /&gt;&lt;a href="http://vsl.co.at/"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;span lang="EN-GB"&gt;Vienna&lt;/span&gt;&lt;/st1:city&gt;&lt;/st1:place&gt;&lt;span lang="EN-GB"&gt; symphonic library&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.timespace.com/product/VISES-1/4/54914/VSL+Instruments+Special+Edition+Standard.html"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;span lang="EN-GB"&gt;Vienna&lt;/span&gt;&lt;/st1:city&gt;&lt;/st1:place&gt;&lt;span lang="EN-GB"&gt; special edition&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.garritan.com/GPO.html"&gt;&lt;span lang="EN-GB"&gt;Garritan&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.steinberg.net/667_1.html"&gt;&lt;span lang="EN-GB"&gt;Halion symphonic orchestra&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.philharmonik.com/Main.html?prod_MP"&gt;&lt;span lang="EN-GB"&gt;Miroslav&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.eastwestsamples.com/details.php?cd_index=797"&gt;&lt;span lang="EN-GB"&gt;East West&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="PT-BR"&gt;&lt;a href="http://www.timespace.com/prosamples.asp"&gt;Prosamples&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="PT-BR"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.projectsam.com/"&gt;&lt;span lang="EN-GB"&gt;Project sam&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.sonivoxmi.com/ProductDetail.asp?Item=CDSymphonicCollection"&gt;&lt;span lang="EN-GB"&gt;Sonivox Mi&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB" style="font-size: large;"&gt;Kontakt&amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;&lt;a href="http://www.scribd.com/doc/36953667/Kontakt-4-Library-Documentation-English?query=pitch+bend"&gt;&lt;span style="font-size: small;"&gt;Kontakt 4 Orchestral Library Info&lt;/span&gt;&lt;/a&gt;&lt;span style="font-size: x-large;"&gt;&lt;b&gt;&amp;nbsp;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;&lt;span style="font-size: x-large;"&gt;&lt;b&gt;Syncing&amp;nbsp;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span lang="EN-GB"&gt;Cue excel sheet calculator &lt;/span&gt;&lt;a href="http://www.richardbrice.net/cue_calc.htm"&gt;http://www.richardbrice.net/cue_calc.htm&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.reelshowlibrary.com/article.php?211&amp;amp;PHPSESSID=5e9e4ff233defe687e3c916dafb44f72"&gt;Miguel d’Oliveira looks at the history of using streamers and punches to provide cues for orchestra conductors scoring movies and looks at more recent digital methods of providing the same cues&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span lang="EN-GB" style="font-size: large;"&gt;Cubase tutorial video files&lt;/span&gt;&lt;b&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.steinbergusers.com/cubase/cubase_vguides.php"&gt;http://www.steinbergusers.com/cubase/cubase_vguides.php&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.soundonsound.com/sos/jul10/articles/cubasetech_0710.htm"&gt;&lt;span lang="EN-GB"&gt;http://www.soundonsound.com/sos/jul10/articles/cubasetech_0710.htm&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://audio.tutsplus.com/tutorials/arrangement/how-to-set-music-to-film-using-markers-timewarp-in-cubase-4/"&gt;Marker Tracks and Timewarp Tutorial&lt;/a&gt; &lt;/span&gt;&lt;br /&gt;&lt;span lang="EN-GB"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Sound on sound articles &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.soundonsound.com/sos/nov05/articles/cubasetech.htm"&gt;http://www.soundonsound.com/sos/nov05/articles/cubasetech.htm&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.soundonsound.com/sos/dec05/articles/cubasenotes.htm"&gt;http://www.soundonsound.com/sos/dec05/articles/cubasenotes.htm&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span lang="EN-GB" style="font-size: large;"&gt;Logic tutorial video files&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.soundonsound.com/sos/sep10/articles/logic-0910.htm%20"&gt;&lt;span lang="EN-GB" style="font-size: large;"&gt;&lt;span style="font-size: small;"&gt;http://www.soundonsound.com/sos/sep10/articles/logic-0910.htm&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span lang="EN-GB" style="font-size: large;"&gt;&lt;span style="font-size: small;"&gt;&lt;a href="http://www.soundonsound.com/sos/jul07/articles/logictech_0707.htm"&gt;http://www.soundonsound.com/sos/jul07/articles/logictech_0707.htm&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=iY62_fbwkTc&amp;amp;feature=results_video&amp;amp;playnext=1&amp;amp;list=PL265AC51F7AC1B1B5"&gt;http://www.youtube.com/watch?v=iY62_fbwkTc&amp;amp;feature=results_video&amp;amp;playnext=1&amp;amp;list=PL265AC51F7AC1B1B5&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;&lt;span style="font-size: large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;&lt;b&gt;&lt;span style="font-size: large;"&gt;Working with Video Tips &lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;b&gt;&lt;span style="font-size: small;"&gt;Extracting DVD to vob files (PC)&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;Dvdfab &lt;a href="http://www.dvdfab.com/download.htm"&gt;http://www.dvdfab.com/download.htm&lt;/a&gt;&lt;br /&gt;Dvdshrink &lt;a href="http://www.dvdshrink.org/"&gt;http://www.dvdshrink.org/&lt;/a&gt;&lt;br /&gt;Dvd decryptor &lt;a href="http://www.mrbass.org/dvdrip/"&gt;http://www.mrbass.org/dvdrip/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Extracting DVD to mov or avi (Mac)&lt;/b&gt;&lt;br /&gt;Handbrake &lt;a href="http://handbrake.fr/"&gt;http://handbrake.fr/&lt;/a&gt;&lt;br /&gt;&amp;nbsp; &lt;br /&gt;&lt;b&gt;Converting vob (or all) to avi / mov etc&lt;/b&gt;&lt;br /&gt;MPEG streamclip &lt;a href="http://www.squared5.com/"&gt;http://www.squared5.com/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Converting between video filetypes or changing video compression codecs&lt;/b&gt;&lt;br /&gt;Virtualdub &lt;a href="http://www.virtualdub.org/"&gt;http://www.virtualdub.org/&lt;/a&gt;&lt;br /&gt;Open video file. Choose ‘Video / Compression’ (ctrl + p).&lt;br /&gt;&lt;br /&gt;Recommend DivX or Xvid (or any other of your choice). Then ‘File / Save as avi’&lt;br /&gt;Super &lt;a href="http://www.erightsoft.com/SUPER.html"&gt;http://www.erightsoft.com/SUPER.html&lt;/a&gt;&lt;br /&gt;Online video conversion &lt;a href="http://vixy.net/"&gt;http://vixy.net/&lt;/a&gt;, &lt;a href="http://www.mediaconverter.org/"&gt;http://www.mediaconverter.org/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Identifying video codecs&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/b&gt;&lt;br /&gt;GSpot &lt;a href="http://www.headbands.com/gspot/"&gt;http://www.headbands.com/gspot/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Rendering to video&lt;/b&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;If your DAW won't allow you to render the audio and video out together as a video file then export your music as a stereo Wav before using one of the methods below to add it to your video.&amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span lang="EN-US"&gt;- For Cubase File / Export / Audio Mixdown, then File / Replace Audio in Video File. &lt;/span&gt;&lt;br /&gt;&lt;span lang="EN-US"&gt;- Both iMovie and Windows Movie Maker willallow you to add your soundtrack to the video. &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;- In Adobe Audition you can insertyour video into the Multitrack view, then add your wav, andthen export the movie.&lt;br /&gt;- In &lt;a href="http://www.virtualdub.org/"&gt;Virtualdub&lt;/a&gt; - open movie then choose ‘Audio’/ ‘Wav audio’ and add your track. Then ‘Save as avi’.&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;&amp;nbsp; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span lang="EN-US"&gt;Don’t forget to check to compression onyour final video.&amp;nbsp; See above - Converting between video filetypes orchanging video compression codecs ).&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-6134012125880349515?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6134012125880349515'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6134012125880349515'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/12/film-music-links.html' title='Film music links'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-2105551309050805900</id><published>2007-11-21T14:27:00.000Z</published><updated>2007-11-21T14:32:30.752Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Trigger Happy (The inner life of videogames) FREE!</title><content type='html'>News courtesy of &lt;a href="http://www.we-make-money-not-art.com/"&gt;wemakemoneynotart&lt;/a&gt; that Steven Poole's excellent book 'Trigger happy' has been made available for free download. A link to the download + copies of all of Steven's articles for Edge magazine are available &lt;a href="http://stevenpoole.net/trigger-happy/"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;'&lt;/span&gt;&lt;em style="font-style: italic;"&gt;Trigger Happy&lt;/em&gt;&lt;span style="font-style: italic;"&gt; is a book about the aesthetics of videogames — what they share with cinema, the history of painting, or literature; and what makes them different, in terms of form, psychology and semiotics. It was first published in 2000; this is the revised edition with the Afterword written in&lt;/span&gt;&lt;del style="font-style: italic;"&gt;&lt;/del&gt;&lt;span style="font-style: italic;"&gt; 2001. It’s offered under a CC license, for a limited time only. I’m not sure how limited that time will be, so grab it while it’s hot.'&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-2105551309050805900?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/2105551309050805900'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/2105551309050805900'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/11/trigger-happy-inner-life-of-videogames.html' title='Trigger Happy (The inner life of videogames) FREE!'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-3657090365432836708</id><published>2007-11-18T14:08:00.000Z</published><updated>2008-12-10T03:54:17.125Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='film sound'/><title type='text'>Film : No country for old men</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_o2B77F191CE/R0BJrXBqiJI/AAAAAAAAAAk/Sy5KTipr9tM/s1600-h/nocountryforoldmen_200708081612.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://2.bp.blogspot.com/_o2B77F191CE/R0BJrXBqiJI/AAAAAAAAAAk/Sy5KTipr9tM/s320/nocountryforoldmen_200708081612.jpg" alt="" id="BLOGGER_PHOTO_ID_5134184584466565266" border="0" /&gt;&lt;/a&gt;Saw the Coen Brothers new film 'No country for old men' yesterday . Like their other films it's a great example of a film designed with sound in mind and consequently worthy of study (as well a being an excellent film of course !). I was struck by the way the film engaged the audience with the act of active listening again and again, making us focus in on the smallest sounds before hitting us with a shocking dynamic contrast. Best supporting actor role should almost go to the wind in this film, used very evocatively at a number of key points throughout.&lt;br /&gt;&lt;br /&gt;There's some discussion from &lt;a href="http://www.filmsounddaily.com/"&gt;filmsounddaily&lt;/a&gt; &lt;a href="http://filmsounddaily.blogspot.com/2007/11/no-country-for-old-men-pt2.html"&gt;here.&lt;/a&gt;&lt;br /&gt;Some more &lt;a href="http://www.nytimes.com/2008/01/06/movies/awardsseason/06lim.html?pagewanted=1&amp;amp;ei=5070&amp;amp;en=422a4e5877bc4245&amp;amp;ex=1200286800&amp;amp;emc=eta1"&gt;here.&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-3657090365432836708?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3657090365432836708'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3657090365432836708'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/11/film-no-country-for-old-men.html' title='Film : No country for old men'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_o2B77F191CE/R0BJrXBqiJI/AAAAAAAAAAk/Sy5KTipr9tM/s72-c/nocountryforoldmen_200708081612.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-6250302204403458651</id><published>2007-11-16T15:44:00.000Z</published><updated>2007-11-16T15:45:01.207Z</updated><title type='text'>Hans Peter Kuhn - Artist talk in Leeds Nov 20th</title><content type='html'>&lt;div&gt;&lt;span style="font-size:85%;"&gt;Sound / Light artist &lt;a href="www.hpkuhn-art.de/hpk.html"&gt;Hans Peter Kuhn&lt;/a&gt; is giving a talk at Leeds college of art and design next tues 20th Nov.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;&lt;span class="437425211-16112007"&gt;&lt;span style="color: rgb(0, 0, 255);font-family:Arial;font-size:85%;"  &gt;&lt;a href="exchweb/bin/redir.asp?URL=http://www.leedsinitiative.org/default.asp?initiativeIdentifier=20021224_3292263" target="_blank"&gt;http://www.leedsinitiative.org/default.asp?initiativeIdentifier=20021224_3292263&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-6250302204403458651?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6250302204403458651'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6250302204403458651'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/11/hans-peter-kuhn-artist-talk-in-leeds.html' title='Hans Peter Kuhn - Artist talk in Leeds Nov 20th'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-554012748454521054</id><published>2007-11-13T12:17:00.010Z</published><updated>2011-09-15T21:06:44.228+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='location recording'/><title type='text'>Location and production sound recording</title><content type='html'>&lt;span style="font-size: 100%;"&gt;&lt;span style="font-family: arial;"&gt;Great post from &lt;/span&gt;&lt;a href="http://www.filmsounddaily.com/" style="font-family: arial;"&gt;filmsounddaily&lt;/a&gt;&lt;span style="font-family: arial;"&gt; on the issues and challenges surrounding&lt;/span&gt;&lt;a href="http://filmsounddaily.blogspot.com/2007/11/american-gangster-pt2.html" style="font-family: arial;"&gt; location recording on Ridley Scott's American Gangster.&lt;/a&gt;&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: arial; font-size: 100%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;Location recording videos Rob Noakes&lt;/span&gt;&lt;span style="font-size: 100%;"&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/profile_videos?user=sounddogs" style="font-family: arial;"&gt;1&lt;/a&gt;&lt;span style="font-family: arial;"&gt; , &lt;/span&gt;&lt;a href="http://blog.myspace.com/sounddogs" style="font-family: arial;"&gt;2&lt;/a&gt;&lt;/span&gt;  &lt;br /&gt;&lt;div class="MsoNormal" style="font-family: arial;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: arial;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: arial;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.youtube.com/watch?v=RM8NWFjkmU4"&gt;Call of duty weapon recording&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: arial;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.equipmentemporium.com/"&gt;Equipment emporium Inc guide to production sound&lt;/a&gt;&lt;/span&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size: 100%;"&gt;&lt;span style="font-family: arial;"&gt;A beginners guide to field recording by West Latta &lt;/span&gt;&lt;a href="http://audio.tutsplus.com/tutorials/recording/a-beginners-guide-to-field-recording-pt-1/" style="font-family: arial;"&gt;Part 1&lt;/a&gt;&lt;span style="font-family: arial;"&gt;, &lt;/span&gt;&lt;a href="http://audio.tutsplus.com/tutorials/recording/a-beginners-guide-to-field-recording-pt-2/" style="font-family: arial;"&gt;Part 2&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.fieldsounds.co.nz/articles.html"&gt;&lt;br /&gt;More articles &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.showreel.org/article.php?88&amp;amp;PHPSESSID=a5f06959e90f20a977b54f229eeb62e6"&gt;Quiet on set please !&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.colinhartonline.com/?p=372"&gt;Location Sound Mixing&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.rodeuniversity.com/with_ric_viers/"&gt;Ric Viers Location Videos&lt;/a&gt;&lt;br /&gt;&lt;a href="javascript:void(0)" tabindex="10"&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-554012748454521054?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/554012748454521054'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/554012748454521054'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/11/location-and-production-sound-recording.html' title='Location and production sound recording'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-1047389080257042165</id><published>2007-11-07T12:57:00.000Z</published><updated>2007-12-02T19:41:04.958Z</updated><title type='text'>ipod rhythm action</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://createdigitalmusic.com/images//2007/11/phase1.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 320px;" src="http://createdigitalmusic.com/images//2007/11/phase1.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;News courtesy of &lt;a href="http://createdigitalmusic.com/"&gt;createdigitalmusic &lt;/a&gt;comes of a new ipod based rhythm action game &lt;a href="http://createdigitalmusic.com/2007/11/06/harmonix-phase-game-for-ipod-first-step-toward-interactive-music-players/"&gt;Phase. &lt;/a&gt;Like vib ribbon and dance factory you can use you own music to generate gameplay - presumably derived from some form of signal analysis.&lt;br /&gt;&lt;br /&gt;I guess it must be something in the air ... 'Beats' for PSP.&lt;br /&gt;&lt;br /&gt;&lt;object height="355" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/HzLESgYCrVM&amp;amp;rel=1"&gt;&lt;param name="wmode" value="transparent"&gt;&lt;embed src="http://www.youtube.com/v/HzLESgYCrVM&amp;amp;rel=1" type="application/x-shockwave-flash" wmode="transparent" height="355" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-1047389080257042165?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1047389080257042165'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1047389080257042165'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/11/ipod-rhythm-action.html' title='ipod rhythm action'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-1339306868341545169</id><published>2007-11-07T09:27:00.000Z</published><updated>2007-11-07T09:30:24.301Z</updated><title type='text'>Blitz games open days</title><content type='html'>The games company Blitz are running their open days again this year. For those of you wanting to find out more about working in the games industry they are an invaluable experience. I went last year and found them to be a really nice bunch of people who genuinely care about the development and well-being of their staff - not a bad place to work then !!&lt;br /&gt;&lt;br /&gt;&lt;a href="www.blitzgames.com"&gt;Blitzgames&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-1339306868341545169?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1339306868341545169'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1339306868341545169'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/11/blitz-games-open-days.html' title='Blitz games open days'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-846114790417585069</id><published>2007-11-04T19:08:00.001Z</published><updated>2009-06-16T20:26:50.421+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sound design'/><title type='text'>Sounds of science</title><content type='html'>A couple of &lt;a href="http://www.bbc.co.uk/radio4/science/soundsofscience.shtml"&gt;great programmes from radio 4.&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;'&lt;span style="font-size:85%;"&gt; Acoustic Engineer Trevor Cox takes us on a two-part journey into the world of acoustics research, starting with the sounds we love to hate.'&lt;br /&gt;'&lt;/span&gt;&lt;span style="font-size:85%;"&gt; Exploration using sound is carried out across science, from inspecting the structural integrity of bridges, to testing sea temperatures to measure global warming.'&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-846114790417585069?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/846114790417585069'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/846114790417585069'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/11/sounds-of-science.html' title='Sounds of science'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-4615886991719446845</id><published>2007-11-03T10:56:00.000Z</published><updated>2007-11-03T10:57:51.276Z</updated><title type='text'>Always amusing - Star wars spoof</title><content type='html'>Via &lt;a href="http://usoproject.blogspot.com/2007/11/darth-vader-in-love.html"&gt;Unidetified Sound Object&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-4615886991719446845?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/4615886991719446845'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/4615886991719446845'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/11/always-amusing-star-wars-spoof.html' title='Always amusing - Star wars spoof'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-2659266256208064685</id><published>2007-11-02T20:45:00.000Z</published><updated>2007-11-02T20:58:04.665Z</updated><title type='text'>An embarassment of festivals in yorkshire</title><content type='html'>Starting weds 7th Nov &lt;a href="http://www.leedsfilm.com/homepage_new.asp"&gt;'Leeds international film festival'&lt;/a&gt; - of most interest to those of an audio-visual / exprimental bent is the &lt;a href="http://www.leedsfilm.com/2007/liff/show/strand/Nexus"&gt;Nexus&lt;/a&gt; strand.&lt;br /&gt;&lt;br /&gt;A week later on weds 14th Nov the &lt;a href="http://www.nationalmediamuseum.org.uk/baf/2007/index.asp"&gt;'Bradford animation festival'&lt;/a&gt; kicks off which features a &lt;a href="http://www.nationalmediamuseum.org.uk/baf/2007/BAFGame.asp"&gt;gaming&lt;/a&gt; strand.&lt;br /&gt;&lt;br /&gt;Last but by no means least is the &lt;a href="http://www.hcmf.andymayer.net/modules/AMS/"&gt;'Huddersfield Contemporary music festival' &lt;/a&gt;16th - 25th Nov.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-2659266256208064685?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/2659266256208064685'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/2659266256208064685'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/11/embarassment-of-festivals-in-yorkshire.html' title='An embarassment of festivals in yorkshire'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-6103626857218746625</id><published>2007-10-28T19:34:00.001Z</published><updated>2008-09-13T09:04:09.473+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interactive music'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Layered music in Splinter Cell double agent</title><content type='html'>Michael McCann discusses the layering approach to interactive music he used for Splinter Cell Double agent.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://uk.music.ign.com/articles/741/741211p1.html"&gt;http://uk.music.ign.com/articles/741/741211p1.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;&lt;i&gt;&lt;span lang="EN-GB"&gt;These stress cues are extremely static. Aside from random effects throughout (percussion, small string builds, vocals, etc.) the primary layers are totally steady and non-dynamic. The reasoning for this is that they can be made dynamic in the game. If there are 15 instruments in the stress cue, they can all be treated independently and rise / fall as Sam approaches and engages danger. So if it's a steady orchestra line or percussion element, it can rise as Sam comes up behind an enemy and continue to build right up to the point of engagement. When I saw this work in the game for the first time I was blown away, especially by the interaction between 'stress' builds and the calmer infiltration underneath.&lt;br /&gt;&lt;br /&gt;The last main challenge was the cinematics. As I was saying before, many of the Xbox 360 cinematics are interactive. Basically you come into the scene with a synced cue - scored direct to picture - then you move to a loop-able part, then back to image sync, then to loop, then to ending. All the endings and loops have to be dynamic, meaning the player chooses when he moves to the next step, so the music has to be written to allow changes at any time. This was probably the hardest thing I've ever done musically - in comparison it makes scoring a film a walk in the park!&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;Other interviews on the same subject &lt;a href="http://pc.gamezone.com/news/11_10_06_10_51AM.htm"&gt;1&lt;/a&gt; &lt;a href="http://www.music4games.net/Features_Display.aspx?id=112"&gt;2&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-6103626857218746625?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6103626857218746625'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6103626857218746625'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/10/layered-music-in-splinter-cell-double.html' title='Layered music in Splinter Cell double agent'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-3578446223094910977</id><published>2007-10-25T14:31:00.001+01:00</published><updated>2008-06-23T20:59:53.393+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interactive'/><title type='text'>Interactive music videos</title><content type='html'>&lt;a href="http://www.beonlineb.com/click_around.html"&gt;Arcade fire 'interactive video'&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I'm guessing this might be done with &lt;a href="http://developer.apple.com/graphicsimaging/quartz/quartzcomposer.htmll"&gt;quartz composer&lt;/a&gt; ?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-3578446223094910977?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3578446223094910977'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/3578446223094910977'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/10/interactive-music-videos.html' title='Interactive music videos'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-5378903261269331258</id><published>2007-10-25T13:15:00.021+01:00</published><updated>2011-12-09T09:49:45.835Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><title type='text'>Game Sound Design Links</title><content type='html'>&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://sound-music-interactive-games.blogspot.com/search/label/game%20audio"&gt;Our blog posts relating to Game Sound Design&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Main links&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://gameaudiorelevance.iasig.org/"&gt;&lt;span style="font-weight: normal;"&gt;Game Audio Relevance Links &lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="font-weight: normal;"&gt;&lt;a href="http://www.gdcvault.com/free/gdc-10"&gt;Game Developers Conference&lt;/a&gt;&lt;/div&gt;&lt;div style="font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gameaudiopodcast.com/"&gt;The Game Audio Podcast&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.blogger.com/www.Gamesound.org"&gt;Kenneth Young's Gamesound&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;a href="http://www.gamessound.com/index.htm"&gt;&lt;span style="font-size: 100%;"&gt;Karen Collin's Gamessound&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.audiogang.org/"&gt;Game Audio Network Guild&lt;/a&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamasutra.com/php-bin/article_display.php?category=1"&gt;Gamasutra Audio articles&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.developmag.com/"&gt;Develop Magazine Articles&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://mixonline.com/game_audio/"&gt;Mix Magazine's Game Audio Supplements&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.waste.org/lostchocolatelab/LCLDKDemoReel.html#recentarticles"&gt;Lost Chocolate Lab&lt;/a&gt; + &lt;a href="http://blog.lostchocolatelab.com/"&gt;Lost Chocolate Blog&lt;/a&gt;&lt;br /&gt;&lt;a href="http://designingsound.org/tag/audio-implementation-greats/"&gt;Designing Sound&lt;/a&gt;&lt;br /&gt;&lt;a href="http://designingsound.org/2009/11/rob-bridgett-special-lectures-about-game-audio-production/"&gt;Rob Bridgett Lectures&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.projectbarbq.com/"&gt;Project BBQ&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Various&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.igdatc.org/2011/04/video-damian-kastbauers-presentation/"&gt;Everything you ever wanted to know about footsteps !&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.earcom.net/thoughts/?p=4"&gt;Mixing for games - AMPS Panel Discussion MP3&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.gamecareerguide.com/features/696/adaptive_audio_a_beginners_guide_.php?page=1"&gt;A beginners guide to adaptive audio for games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.gameinformer.com/b/news/archive/2011/01/14/the-sounds-of-skyrim.aspx"&gt;The Sounds of Skyrim&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.gamasutra.com/view/feature/3814/nextgen_audio_squareoff_.php"&gt;Next-Gen Audio Square-Off: PlayStation 3 vs. Xbox 360&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.developmag.com/tutorials/74/Audio-QA-MGS-on-DSP"&gt;Microsoft games studios audio director Guy Whitmore on DSP plugins for the 360 &lt;/a&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamasutra.com/features/19971114/bernstein_01.htm"&gt;Creating an interactive audio environment&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamasutra.com/resource_guide/20020520/odonnell_pfv.htm"&gt;Producing audio for Halo&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://mixonline.com/mag/audio_challenges_sound_design/"&gt;Challenges in sound design for interactive media&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamasutra.com/features/20000726/zizza_pfv.htm"&gt;Audio design documents&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;div style="font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.developmag.com/tutorials/67/Heard-About-SingStar-PS3"&gt;Singstar&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.jameshannigan.co.uk/links.htm"&gt;James Hannigan's writings&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: normal;"&gt;&lt;a href="http://media.bournemouth.ac.uk/smd/articles/article3.html"&gt;&lt;span style="font-size: 100%;"&gt;Harnessing the power of music and sound design in interactive media&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: normal;"&gt;&lt;a href="http://www.sounddesignresource.com/index.html"&gt;&lt;span style="font-size: 100%;"&gt;Sound Design resource&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://bethsoft.com/newsletter/devdiary_2.16.06.html"&gt;Oblivion game audio diary&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.gamasutra.com/features/20070104/maynes_01.shtml"&gt;Weapon recording for games audio&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://digitalproducer.digitalmedianet.com/articles/viewarticle.jsp?id=26180"&gt;Extract from ‘Audio Programming for interactive games’&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-weight: normal;"&gt;&lt;a href="http://www.soundblaster.com/products/gaming/article.asp?articleID=72327&amp;amp;categoryID=13"&gt;Rail Simulator and EAX&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: normal;"&gt;&lt;a href="http://createdigitalmusic.com/2007/04/13/call-of-duty-roads-to-victory-sound-designers-and-composer-interviewed/"&gt;Call of duty&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://createdigitalmusic.com/2007/04/13/call-of-duty-roads-to-victory-sound-designers-and-composer-interviewed/"&gt;Sound design for Call of Duty PSP&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://mixonline.com/recording/interviews/audio_audio_electronic_arts/"&gt;Audio at electronic arts&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://mixonline.com/recording/applications/audio_tips_game_sound/"&gt;Tips for game sound designers&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://mixonline.com/mag/audio_sound_playstation/index.html"&gt;Sound for the Playstation 2&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size: 100%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-weight: normal;"&gt;&lt;a href="http://www.youtube.com/watch?v=h6y-DV6CQeY&amp;amp;feature=player_embedded"&gt;Sound design for Heavenly Sword&lt;/a&gt;&lt;/div&gt;&lt;div style="font-weight: normal;"&gt;&lt;a href="http://www.youtube.com/watch?v=DlqhRSzxVJY&amp;amp;feature=player_embedded"&gt;Harry Potter and the Order of the Pheonix&lt;/a&gt;&lt;/div&gt;&lt;div style="font-weight: normal;"&gt;&lt;a href="http://www.youtube.com/watch?v=UMvQAo5A3ok&amp;amp;feature=player_embedded"&gt;Gears of war 2&lt;/a&gt;&lt;/div&gt;&lt;div style="font-weight: normal;"&gt;&lt;a href="http://www.youtube.com/watch?v=DhlK8i_NuJg&amp;amp;feature=player_embedded"&gt;Little big planet&lt;/a&gt;&lt;a href="http://emusician.com/tutorials/emusic_fun_games/index.html"&gt;&lt;br /&gt;Game audio article in 'Electronic Musician' By Nick Peck&lt;/a&gt;&lt;a href="http://www.youtube.com/watch?v=DhlK8i_NuJg&amp;amp;feature=player_embedded"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-size: 100%;"&gt;Vehicle sound design&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.gamasutra.com/features/20021030/hill_pfv.htm"&gt;Car / Vehicle sounds for games&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;a href="http://www.bugbear.fi/flatout2/blog/blog-2006-04-18-a.php"&gt;Sound for flatout 2&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamasutra.com/features/20021030/hill_01.htm"&gt;Capturing engine sounds for games &lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.tracktimeaudio.com/"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;Various links from TrackTimeAudio&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.crankcaseaudio.com/"&gt;Rev - Procedural modelling for engines &lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;span style="font-size: 100%;"&gt;&lt;b&gt;Game Sound Acoustics&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.gdconf.com/archives/2004/index.htm"&gt;Audio concepts in plain English&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;div style="font-weight: normal;"&gt;&lt;a href="http://www.digit-life.com/articles2/sound-technology/"&gt;&lt;span style="font-size: 100%;"&gt;Modern audio technologies in games&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-size: 100%;"&gt;Mixing&lt;/span&gt;&lt;br /&gt;&lt;div style="font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://gameaudiomix.com/"&gt;http://gameaudiomix.com/ &lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.bigcontact.com/soundesign/gdc-canada-09---post-production-audio-panel"&gt;Panel discussion GDC Canada&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 100%;"&gt;&lt;b&gt;Old Skool / Solutions for small&amp;nbsp; / Mobile&amp;nbsp;&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.gamasutra.com/blogs/BrianSchmidt/20111116/8911/Designing_the_Boot_Sound_for_the_Original_Xbox.php"&gt;Brian Schmidt on an ingeneous old skool solutions for the XBox start up sound.&amp;nbsp;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://broadcast.oreilly.com/2011/06/fmod-for-android.html"&gt;FMod for Android&amp;nbsp;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;a href="http://www.jameshannigan.co.uk/links.htm" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%; font-weight: normal;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="font-style: italic;"&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-5378903261269331258?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5378903261269331258'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/5378903261269331258'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/10/game-audio-links.html' title='Game Sound Design Links'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-6569437705124175909</id><published>2007-10-25T09:21:00.000+01:00</published><updated>2007-10-25T09:22:06.306+01:00</updated><title type='text'>Sound artist talk at Common Place Leeds Sun 28th Oct</title><content type='html'>&lt;span style="font-family:Verdana, Helvetica, Arial;"&gt;&lt;span style="font-size: 12px;"&gt;"Hello all, on Sunday October 28th Janek Schaefer will be giving a talk and  performance at The Common Place, Leeds&lt;br /&gt;&lt;br /&gt;This is a rare opportunity to  spend the evening with one of the UK's finest sound artists, follow this link  for details&lt;br /&gt;&lt;br /&gt;&lt;a href="/exchweb/bin/redir.asp?URL=http://www.facebook.com/event.php?eid=5626710582" target="_blank"&gt;http://www.facebook.com/event.php?eid=5626710582&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Janek  Schaefer;&lt;br /&gt;While studying architecture at the Royal College of Art RCA annual  prize, he recorded the fragmented noises of a sound activated dictaphone  travelling overnight through the Post Office. That work, titled 'Recorded  Delivery' [1995] was made for the 'Self Storage' exhibition Time Out critics  choice with one time postman Brian Eno and Artangel.&lt;br /&gt;&lt;br /&gt;Since then the  multiple aspects of sound became his focus, resulting in many releases,  installations, soundtracks for exhibitions, and concerts using his self  built/invented record players with electroacoutisc collage. The 'Tri-phonic  Turntable' 1997 is listed in the Guinness Book of Records as the 'World's Most  Versatile Record Player'. He has performed, lectured and exhibited widely  throughout Europe [Sonar, Tate Modern, ICA], USA/Canada, [The Walker, XI, Mutek,  Princeton], Japan, and Australia Sydney Opera House.&lt;br /&gt;&lt;br /&gt;The context of each  idea is central to its development and resolution. His concerts and  installations explore the spatial and architectural aspect that sound can evoke  and the twisting of technology. Hybrid analogue and digital techniques are used  to manipulate field recordings with live modified vinyl and found sound to  create evocative and involving environments. His CD 'Above Buildings' 2000 was  released on Fat Cat to considerable praise The Guardian CD of the  week.&lt;br /&gt;&lt;br /&gt;Janek was selected as the 'Sound Designer of the Year' by Creative  Review in 1999, and was awarded the 'McKnight Composer in Residence' for the  American Composers Forum, USA 2002/3. He won an 'Honorary Mention' [Above  Buildings, 2001] and an 'Award of Distinction' [Skate, 2004] at the Prix Ars  Electronica competition.&lt;br /&gt;&lt;br /&gt;This truly is a rare opportunity, not to be  missed.&lt;br /&gt;&lt;br /&gt;Date:   &lt;br /&gt;Sunday, October 28, 2007&lt;br /&gt;Time:   &lt;br /&gt;7:30pm -  10:30pm&lt;br /&gt;Location:   &lt;br /&gt;The Common Place&lt;br /&gt;Street:   &lt;br /&gt;23-25 Wharf  Street&lt;br /&gt;City/Town:   &lt;br /&gt;Leeds"&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-6569437705124175909?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6569437705124175909'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/6569437705124175909'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/10/sound-artist-talk-at-common-place-leeds.html' title='Sound artist talk at Common Place Leeds Sun 28th Oct'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-357078191849871484</id><published>2007-10-23T21:55:00.000+01:00</published><updated>2007-11-08T18:35:54.791Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='game audio'/><title type='text'>Game audio development tools and middleware</title><content type='html'>&lt;a href="http://www.fmod.org/"&gt;fmod&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.audiokinetic.com/"&gt;Wwise&lt;/a&gt;&lt;br /&gt;&lt;a href="http://mixonline.com/gear/reviews/audio_audiokinetic_wwise_videogame/index.html"&gt;Article in mix magazine&lt;/a&gt;&lt;br /&gt;&lt;span style="" lang="EN-US"&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://msdn2.microsoft.com/en-us/library/bb174772.aspx"&gt;XACT&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=6e938a6e-b383-466b-a3ee-5a655bf5db8c&amp;amp;displaylang=en"&gt;Directmusic Producer&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Articles in mix magazine by Alex Brandon looking at all of these and more !&lt;br /&gt;&lt;a href="http://mixonline.com/basics/education/audio_audio_middleware/index.html"&gt;1&lt;/a&gt; &lt;a href="http://mixonline.com/recording/mixing/audio_audio_middleware_part/index.html"&gt;2&lt;/a&gt; &lt;a href="http://mixonline.com/basics/education/audio_audio_middleware_part_2/index.html"&gt;3&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-357078191849871484?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/357078191849871484'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/357078191849871484'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/10/game-audio-development-tools-and.html' title='Game audio development tools and middleware'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-2010560393661679819</id><published>2007-10-22T20:14:00.002+01:00</published><updated>2008-12-10T03:54:17.375Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='interactive'/><category scheme='http://www.blogger.com/atom/ns#' term='installation'/><title type='text'>Evoke - sound to light</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_o2B77F191CE/Rx5TgM50vmI/AAAAAAAAAAY/aFpPSHy44AM/s1600-h/evoke1.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://1.bp.blogspot.com/_o2B77F191CE/Rx5TgM50vmI/AAAAAAAAAAY/aFpPSHy44AM/s320/evoke1.jpg" alt="" id="BLOGGER_PHOTO_ID_5124625238678879842" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="file:///C:/DOCUME%7E1/RS/LOCALS%7E1/Temp/moz-screenshot.jpg" alt="" /&gt;Installation by Usman Haque in York, UK - audiovisual.&lt;br /&gt;&lt;br /&gt;http://www.haque.co.uk/evoke.php&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-2010560393661679819?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/2010560393661679819'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/2010560393661679819'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/10/evoke-sound-to-light.html' title='Evoke - sound to light'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_o2B77F191CE/Rx5TgM50vmI/AAAAAAAAAAY/aFpPSHy44AM/s72-c/evoke1.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-168040985505919802</id><published>2007-10-21T15:30:00.001+01:00</published><updated>2008-07-29T11:57:54.663+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='dvd'/><title type='text'>DVD's with sound / music commentaries of documentaries</title><content type='html'>&lt;p style="font-weight: bold;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;a name="_Toc177890714"&gt;&lt;span class="CharChar1"&gt;&lt;span lang="EN-GB"&gt;DVD’s with sound design commentaries and documentaries&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyTextIndent" style="margin: 0cm 0cm 0.0001pt;"&gt;&lt;span style=";font-family:Arial;font-size:10;color:black;"   lang="EN-GB" &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Seven – Sound design commentary&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;A Bugs Life (2CD edition): Isolated 5.1. Sfx track. + Documentary &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Monsters Inc special edition : Isolated SFX track&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;LOTR – Extended editions. Sound design Documentaries &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;THX1138 – Commentary by Walter Murch &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Underworld – Technical commentary incl. Sound design&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Alien – Alternate score and production sound track – compare production sound with post production&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;The Conversation – Commentary by Walter Murch&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span class="Heading3Char"  style="font-size:100%;"&gt;&lt;span style="" lang="EN-GB"&gt;Terminator 2 Ultimate edition – No commentary but good documentaries&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span class="Heading3Char"  style="font-size:100%;"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span class="Heading3Char"  style="font-size:100%;"&gt;&lt;span style="" lang="EN-GB"&gt;Das Boot – Directors commentary has lots of discussion of sound&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span class="Heading3Char"  style="font-size:100%;"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;span style="font-size:100%;"&gt;Bourne identity – Short doc and interactive sound mix&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;DVD's with music commentaries and documentaries&lt;/span&gt;&lt;br /&gt;&lt;p class="MsoHeader" style=""&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;Final fantasy : Composer commentary / Isolated Score&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;Hollow Man : Composer commentary&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;The 6&lt;sup&gt;th&lt;/sup&gt; Day : Composer commentary&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;Edward Scissor hands : 10&lt;sup&gt;th&lt;/sup&gt; anniversary edition – Composer commentary &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;Seven : Composer commentary&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;Planet of the apes : Composer commentary&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoBodyText"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;span style="font-size:100%;"&gt;A bugs life : Isolated score&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoBodyText"&gt;War of the worlds (Speilberg) Special edition : 'Scoring war of the worlds' Short doc featuring John Williams.&lt;/p&gt;&lt;br /&gt;&lt;a href="http://www.amazon.co.uk/Sound-Design-DVD-extras/lm/96W442B078YS/ref=cm_lmt_dtpa_f_1_rdssss0"&gt;P.Williams Amazon list of DVD's with sound design features&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dvdsurround.ch/sounddokumentationen/"&gt;Comprehensive list (in German)&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;p class="MsoBodyText"&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoBodyText"&gt;&lt;br /&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;h1 style="text-align: left;" align="left"&gt;&lt;b&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/h1&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-168040985505919802?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/168040985505919802'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/168040985505919802'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/10/dvds-with-sound-music-commentaries-of.html' title='DVD&apos;s with sound / music commentaries of documentaries'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-4679843518398640223</id><published>2007-10-21T15:27:00.011+01:00</published><updated>2011-12-08T15:39:48.277Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='books'/><title type='text'>Books, Journals, and Conferences</title><content type='html'>&lt;span style="font-size: large;"&gt;Game Audio specific&lt;/span&gt;&lt;br /&gt;&lt;b&gt;Conferences&lt;/b&gt;&lt;b&gt;, Journals, papers&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.gdconf.com/"&gt;Game Developers Conference&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.aes.org/"&gt;Audio Engineering Society&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.audiomostly.com/"&gt;Audio Mostly&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.digra.org/"&gt;Digra &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Magazines&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.next-gen.biz/"&gt;Edge&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.develop-online.net/digital-edition"&gt;Develop Magazine&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.audiomedia.com/"&gt;Audio-Media Magazine&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.gdmag.com/homepage.htm"&gt;Game Developer Magazine&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Books&lt;/b&gt;&lt;br /&gt;See also : &lt;a href="http://www.thegameaudiotutorial.com/biblinks.html"&gt;http://www.thegameaudiotutorial.com/biblinks.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="western" style="line-height: 135%; margin-bottom: 0cm;"&gt;Boulanger,R., Lazzarini, V. &amp;amp; Mathews, M. (2010) &lt;i&gt;The Audio ProgrammingBook&lt;/i&gt;. Har/DVD. MIT Press. &lt;/div&gt;Brandon, A. (2004) &lt;span style="font-style: italic;"&gt;Audio for Games: Planning, Process, and Production.&lt;/span&gt; New Riders Games.&lt;br /&gt;Bridgett, R. (2010) &lt;span style="font-style: italic;"&gt;From the Shadows of Film Sound : Cinematic Production &amp;amp; Creatuve Process in Video Game Audio.&lt;/span&gt; Blurb. http://www.blurb.com/bookstore/detail/1658613&lt;br /&gt;Collins, K. (2008) &lt;span style="font-style: italic;"&gt;Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design.&lt;/span&gt; MIT Press.&lt;br /&gt;Collins, K. (2008) &lt;span style="font-style: italic;"&gt;From Pac-Man to Pop Music: Interactive Audio in Games and New Media. &lt;/span&gt;5th ed. Ashgate.&lt;br /&gt;Grimshaw, M. (2010) &lt;span style="font-style: italic;"&gt;Game Sound Technology and Player Interaction: Concepts and Developments.&lt;/span&gt; Information Science Reference. (&lt;a href="http://www.acagamic.com/research/game-sound-technology-and-player-interaction-repository/"&gt;Available Online&lt;/a&gt;)&lt;br /&gt;Jorgensen, K. (2009) &lt;span style="font-style: italic;"&gt;A Comprehensive Study of Sound in Computer Games: How Audio Affects Player Action.&lt;/span&gt; Edwin Mellen Press Ltd.&lt;br /&gt;Marks, A. (2008) &lt;span style="font-style: italic;"&gt;Game Development Essentials: Game Audio Development.&lt;/span&gt; 1st ed. Delmar Publishing.&lt;br /&gt;Marks, A. (2008) &lt;span style="font-style: italic;"&gt;The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, Game Developers.&lt;/span&gt; 2nd ed. Focal Press.&lt;br /&gt;Sanger, G. (2003) &lt;span style="font-style: italic;"&gt;The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness. &lt;/span&gt;illustrated edition. New Riders.&lt;br /&gt;Stevens, R. &amp;amp; Raybould, D. (2011) &lt;span style="font-style: italic;"&gt;The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games.&lt;/span&gt; 1st ed. Focal Press.&lt;br /&gt;&lt;br /&gt;&lt;span class="z3988"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;Film Sound&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.euppublishing.com/loi/sound"&gt;&lt;span style="font-size: small;"&gt;The New SoundTrack Journal&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;&lt;a href="http://www.offscreen.com/index.php/pages/index/975/"&gt;OffScreen&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt; &lt;/span&gt;&lt;br /&gt;Altman, Rick.(1992) &lt;i&gt;Sound theory / Sound Practice&lt;/i&gt;, Routledge.&lt;br /&gt;Amyes, Tim. (1990) &lt;i&gt;Audio Post-Production in Video and Film&lt;/i&gt;. Focal Press.&lt;br /&gt;Beauchamp, R (2005) &lt;i&gt;Designing sound for animation&lt;/i&gt;, Focal Press.&lt;br /&gt;Beck, J. Grajeda, T (Eds) (2008) &lt;i&gt;Lowering the boom : Critical studies in film sound. &lt;/i&gt;University of Illinois Press.&lt;br /&gt;Chion, M.. (1990) &lt;i&gt;Audio Vision&lt;/i&gt;, Columbia University Press.&lt;br /&gt;Chion, M. (2009) &lt;i&gt;Film; a Sound Art&lt;/i&gt;, Columbia University Press.&lt;br /&gt;Emmett, H. (2010). &lt;i&gt;Sounds to Die For: Speaking the Language of Horror Film Sound&lt;/i&gt;, Flaithulach.&lt;br /&gt;Holman, Tomlinson. (2010) &lt;i&gt;Sound for Film and Television,&lt;/i&gt; Focal Press.&lt;br /&gt;Kenny, Tom. (2000) &lt;i&gt;Sound for Picture&lt;/i&gt;, Artistpro.com.&lt;br /&gt;Lobrutto, Vincent. (1998) &lt;i&gt;Sound on Film&lt;/i&gt;, Greenwood Press.&lt;br /&gt;Mott, Robert. (2008) &lt;i&gt;Radio Sound Effects: Who Did It, and How, in the Era of Live Broadcasting,&lt;/i&gt; McFarland &amp;amp; Co  Inc.&lt;br /&gt;Ondantje, Michael. (2004) &lt;i&gt;The Conversations&lt;/i&gt;, Alfred A. Knopf.&lt;br /&gt;Purcell, J. (2008)&lt;i&gt; Dialogue Editing for Motion Pictures&lt;/i&gt;, Focal Press.&lt;br /&gt;Rose, Jay. (2008) &lt;i&gt;Audio Post Production for digital video&lt;/i&gt;, Focal Press.&lt;br /&gt;Sider, L (ED). (2003)&lt;i&gt; SoundScapes: School of sound seminar articles, &lt;/i&gt;The School of Sound.&lt;br /&gt;Sonnenschien, D. (2001) &lt;i&gt;Sound Design&lt;/i&gt;, Michael Wiese Productions.&lt;br /&gt;Viers, R. (2008) &lt;i&gt;The Sound Effects Bible&lt;/i&gt;, Michael Wiese Productions.&lt;br /&gt;Weiss, E. and Belton, J(Ed) (1985) &lt;i&gt;Film sound,&lt;/i&gt; Columbia University Press.&lt;br /&gt;Whittington, W. (2007) &lt;i&gt;Sound Design and Science Fiction&lt;/i&gt;. Univeristy of Texas Press.&lt;br /&gt;Yewdall, D. (2007) &lt;i&gt;The Practical Art of Motion picture Sound&lt;/i&gt;, Focal Press.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;Film Music&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;&lt;a href="http://www.jstor.org/action/showPublication?journalCode=musimoviimag"&gt;&lt;span style="font-size: small;"&gt;Music and the moving image journal&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://draft.blogger.com/etoile.tistory.com/attachment/ck38.pdf"&gt;&lt;span style="font-size: small;"&gt;MUSIC and IMAGE BIBLIOGRAPHY Gillian B. Anderson and Ronald H. Sadoff&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp;&lt;/span&gt; &lt;/span&gt;&lt;br /&gt;Adorno. (2007) &lt;i&gt;Composing for the films&lt;/i&gt;. Continuum International Publishing Group Ltd.&lt;br /&gt;David Bell. (1994) &lt;i&gt;Getting the best score for your film&lt;/i&gt;, Silman-James Press.&lt;br /&gt;Burt, G. (1996) &lt;i&gt;The art of film music&lt;/i&gt;. Northeastern University Press.&lt;br /&gt;Carlin, F. Wright, R. (1990) &lt;i&gt;On the track&lt;/i&gt;, Schirmer Books.&lt;br /&gt;Cohen, A. (2010) &lt;a href="http://www.upei.ca/%7Emusicog/research/docs/musicsrcemotionfilm.pdf"&gt;&lt;i&gt;Music as a source of emotion in film&lt;/i&gt;&lt;/a&gt; in &lt;i&gt;Music and Emotion&lt;/i&gt;. Oxford University Press. &lt;br /&gt;Davis, R. (1999) &lt;i&gt;Complete guide to film scoring&lt;/i&gt;, Berklee Press.&lt;br /&gt;Dickinson, K. (2002) &lt;i&gt;Movie Music: The Film Reader&lt;/i&gt;, Routledge.&lt;br /&gt;Gorbman, C. (1987) &lt;i&gt;Unheard Melodies: Narrative Film Music&lt;/i&gt;, John Wiley &amp;amp; Sons.&lt;br /&gt;Hagen, E. (1995).&lt;i&gt; Advanced Techniques for film scoring&lt;/i&gt;, Alfred Publishing Co.&lt;br /&gt;Harper, G et al (2009) &lt;i&gt;Sound and Music in Film and Visual Media&lt;/i&gt;, Continuum.&lt;br /&gt;Powrie, P. Stillwell, R. (2005) &lt;i&gt;Changing Tunes: The Use of Pre-Existing Music in Film&lt;/i&gt;, Ashgate Publishing Limited.&lt;br /&gt;&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;; font-size: 12pt;"&gt;Reay, P. (2004) &lt;i&gt;Music in Film: Soundtracksand Synergy&lt;/i&gt;. Wallflower Press.&lt;/span&gt;&lt;br /&gt;Rhona, J. (2000)&lt;i&gt; The reel world&lt;/i&gt;, Miller Freeman Books&lt;br /&gt;Scruton (1999) &lt;i&gt;The aesthetics of music&lt;/i&gt;, Clarendon Press&lt;br /&gt;Stror, A. (1997) &lt;i&gt;Music and the mind&lt;/i&gt;, HarperCollins. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;Games General / Game Theory&lt;/span&gt;&lt;br /&gt;Poole, S. (2004 ) &lt;i&gt;Trigger Happy, The inner life of video games&lt;/i&gt;&lt;a href="http://stevenpoole.net/blog/trigger-happier/"&gt;&lt;br /&gt;http://stevenpoole.net/blog/trigger-happier/&amp;nbsp;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://gac.sagepub.com/"&gt;Games and Culture Journal &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;Game Audio Programming&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;Boer, J.R. (2002) &lt;i&gt;Game audio programming&lt;/i&gt;&lt;/span&gt;&lt;span style="font-size: small;"&gt;&lt;i&gt;.&lt;/i&gt; Charles River Media.&lt;/span&gt;&lt;br /&gt;Boulanger, R.,Lazzarini, V. &amp;amp; Mathews, M. (2010) &lt;i&gt;The Audio Programming Book&lt;/i&gt;.Har/DVD. MIT Press.&lt;span style="font-size: large;"&gt; &lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;Wilde, Martin (2004) &lt;i&gt;Audio Programming for Interactive Games&lt;/i&gt;, Focal Press.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;&lt;/span&gt;&lt;span style="font-size: small;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;Techniques&lt;/span&gt;&lt;br /&gt;Chadabe, Joel (1997) &lt;i&gt;Electronic Sound; The past and promise of electronic music&lt;/i&gt;, Prentice Hall&lt;br /&gt;Dodge, Charles &amp;amp; Jerse, Thomas (1997) &lt;i&gt;Computer Music&lt;/i&gt;, Wadsowrt&lt;br /&gt;Holmes, Thomas (2003) &lt;i&gt;Electronic &amp;amp; Experimental Music&lt;/i&gt;, Routledge&lt;br /&gt;Miranda, Eduardo Reck (2002) &lt;i&gt;Computer Sound Design&lt;/i&gt;, Focal Press&lt;br /&gt;Roads, Curtis (2000) &lt;i&gt;The Computer Music Tutorial,&lt;/i&gt; MIT&lt;br /&gt;Russ, Martin (2003)&lt;i&gt; Sound Synthesis Sampling&lt;/i&gt;, Focal Press&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;Game mapping . modding&lt;/span&gt;&lt;br /&gt;Busby, Jason (2005) &lt;i&gt;Mastering Unreal technology&lt;/i&gt;, Sams.&lt;br /&gt;Flynt, J.P. Booth, B (2007) &lt;i&gt;Unreal Tournament Game programming for Teens&lt;/i&gt;, Thompson Course Technology.&lt;br /&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-4679843518398640223?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/4679843518398640223'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/4679843518398640223'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/10/books.html' title='Books, Journals, and Conferences'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-7735165587856247555</id><published>2007-10-20T11:15:00.004+01:00</published><updated>2008-11-30T14:22:26.893Z</updated><category scheme='http://www.blogger.com/atom/ns#' term='interactive music'/><category scheme='http://www.blogger.com/atom/ns#' term='game music'/><title type='text'>Game music and interactive music links</title><content type='html'>&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://pitchforkmedia.com/features/weekly/05-06-06-john-cages-xbox.shtml"&gt;Good intro&lt;/a&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB" style="color: black;"&gt;&lt;a href="http://www.music4games.net/"&gt;Music 4 games – Various interviews&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://music4games.net/Features_Display.aspx?id=44"&gt;&lt;st1:place st="on"&gt;&lt;st1:placename st="on"&gt;&lt;span lang="EN-GB"&gt;LOTR&lt;/span&gt;&lt;/st1:placename&gt;&lt;span lang="EN-GB"&gt; &lt;st1:placename st="on"&gt;Two&lt;/st1:placename&gt;  &lt;st1:placetype st="on"&gt;Towers&lt;/st1:placetype&gt;&lt;/span&gt;&lt;/st1:place&gt;&lt;/a&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://music4games.net/Features_Display.aspx?id=44"&gt; Discussion&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://music4games.net/Features_Display.aspx?id=104"&gt;General Discussion&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.joystiq.com/2007/03/08/midi-is-the-future-of-game-audio/#comments"&gt;&lt;st1:place st="on"&gt;&lt;span lang="EN-GB"&gt;Midi&lt;/span&gt;&lt;/st1:place&gt;&lt;/a&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.joystiq.com/2007/03/08/midi-is-the-future-of-game-audio/#comments"&gt; is the future !&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://music4games.net/Features_Display.aspx?id=79"&gt;Demon Stone Discussion&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamespot.com/gamespot/features/video/vg_music/index.html"&gt;A brief timeline of video game music&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.iasig.org/pubs/features/ic0101.shtml"&gt;Interactive composition&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.iasig.org/pubs/features/ic0101.shtml"&gt;&lt;/a&gt;&lt;a href="http://www.iasig.org/pubs/interviews/eidosjh.shtml"&gt;Interactive composition 2&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.iasig.org/pubs/interviews/guy_whitmore.shtml"&gt;Interview with Guy Whitmore&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamasutra.com/resource_guide/20030528/whitmore_01.shtml"&gt;Design with music in mind, Guy Whitmore.&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.iasig.org/pubs/features/adaptaudio/adaptiveaudio.htm"&gt;Adaptive audio&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size: 100%; font-weight: bold;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.vgmusic.com/vgpaper.shtml"&gt;Videogame music - Not just kids stuff&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;    &lt;br /&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dnmusic/html/interact.asp"&gt;An overview of direct music producer&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.adaptiveaudio.org/node.php?id=2"&gt;Adaptive audio : No one lives forever&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.gamasutra.com/features/20000217/harland_pfv.htm"&gt;Composing for interactive music&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://draft.blogger.com/www.gdconf.com/archives/2003/doud_chuck.ppt"&gt;Composing and implementing interactive musi&lt;/a&gt;c&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://web.archive.org/web/20021203015700/http://www.sound-design.org.uk/interactive.htm"&gt;Creating interactive music&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://music.ign.com/articles/388/388737p1.html"&gt;The Game of Music&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoHeading9" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.inmotionmagazine.com/eno1.html"&gt;Talk by Brian Eno&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size: 100%; font-weight: bold;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://uk.gamespot.com/pc/action/fear/preview_6134936.html?sid=6134936&amp;amp;mode=previews&amp;amp;autoplay=6134926"&gt;Music and sound for F.E.A.R.&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;    &lt;br /&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamasutra.com/features/20050124/morton_01.shtml"&gt;Enhancing the impact of music in drama oriented game&lt;/a&gt;s&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.gamasutra.com/features/sound_and_music/19980501/interactivity_techniques_01.htm"&gt;Musical techniques for interactivity&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.music4games.net/Features_Display.aspx?id=177"&gt;Bioshock score discussion&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.music4games.net/Features_Display.aspx?id=313"&gt;Music techniques in Dead Space &lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.music4games.net/Features_Display.aspx?id=177"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-7735165587856247555?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/7735165587856247555'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/7735165587856247555'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/10/game-and-interactive-music-links.html' title='Game music and interactive music links'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-5609695435084265009.post-1416219348188752321</id><published>2007-10-19T19:17:00.012+01:00</published><updated>2011-09-15T21:24:51.650+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='film sound'/><category scheme='http://www.blogger.com/atom/ns#' term='sound design'/><title type='text'>Film sound links</title><content type='html'>&lt;div align="left" class="MsoTitle" style="font-family: Arial,Helvetica,sans-serif; font-weight: bold; text-align: left;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://sound-music-interactive-games.blogspot.com/search/label/film%20sound" style="font-weight: normal;"&gt;Our blog posts relating to film sound here&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://sound-music-interactive-games.blogspot.com/2007/11/location-and-production-sound-recording.html"&gt;&lt;span style="font-weight: normal;"&gt;Location Sound Recording Links &lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;&lt;span style="font-weight: normal;"&gt;General&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.filmsound.org/" style="font-weight: normal;"&gt;www.filmsound.org&lt;/a&gt;&lt;o:p style="font-weight: normal;"&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;span lang="EN-GB" style="font-size: 100%; font-weight: normal;"&gt;&lt;o:p&gt;&lt;br /&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.musicofsound.co.nz/blog/"&gt;http://www.musicofsound.co.nz/blog/&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://filmsounddaily.blogspot.com/"&gt;http://filmsounddaily.blogspot.com/&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://designingsound.noisepages.com/"&gt;http://designingsound.noisepages.com/&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://soundworkscollection.com/"&gt;http://soundworkscollection.com/&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.washingtonpost.com/wp-dyn/content/article/2010/10/21/AR2010102107408.html?sid=ST2010102203520"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;Washington Post Article&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB"&gt;&lt;a href="http://www.offscreen.com/biblio/pages/index/975"&gt;Offscreen collection of articles 'Sound in the cinema and beyond&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.sounddesign.org.uk/"&gt;http://www.sounddesign.org.uk/&lt;/a&gt;&lt;/span&gt;&lt;span lang="EN-GB" style="font-size: small;"&gt;&lt;span lang="EN-GB" style="font-weight: normal;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: small;"&gt;&lt;span lang="EN-GB" style="font-weight: normal;"&gt;&lt;a href="http://history.sandiego.edu/gen/recording/motionpicture.html"&gt;History of motion picture sound&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.equipmentemporium.com/soundtra.htm"&gt;The Soundtrack: A basic Introduction&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size: 100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;a href="http://www.dplay.com/tutorial/"&gt;Jay Rose's articles&lt;/a&gt;&lt;/span&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoTitle" style="font-family: Arial,Helvetica,sans-serif; font-weight: bold; text-align: left;"&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.euppublishing.com/loi/sound"&gt;&lt;span style="font-weight: normal;"&gt;Youtube 'Sounddesign' group&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;&lt;span style="font-weight: normal;"&gt;The New SoundTrack Journal &lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;span lang="EN-GB" style="font-size: large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.dvdsurround.ch/sounddokumentationen/"&gt;&lt;span style="font-size: small;"&gt;&lt;span style="font-weight: normal;"&gt;List of DVD's with Sound Extras&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="font-weight: normal;"&gt;&lt;span lang="EN-GB" style="font-size: large;"&gt;Walter Murch&lt;/span&gt;  &lt;/div&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.filmsound.org/murch/stretching.htm"&gt;http://www.filmsound.org/murch/stretching.htm&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.transom.org/guests/review/200504.review.murch.html"&gt;http://www.transom.org/guests/review/200504.review.murch.html&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.npr.org/templates/story/story.php?storyId=4994411"&gt;http://www.npr.org/templates/story/story.php?storyId=4994411&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://designingsound.tv/tag/walter-murch/"&gt;http://designingsound.tv/tag/walter-murch/ &lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoTitle" style="font-family: Arial,Helvetica,sans-serif; font-weight: bold; text-align: left;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB" style="font-size: large; font-weight: normal;"&gt;Foley&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: 100%;"&gt;&lt;span lang="EN-GB" style="font-size: large; font-weight: normal;"&gt;&lt;a href="http://www.boxoftoys.ca/?p=206"&gt;&lt;span style="font-size: small;"&gt;http://www.boxoftoys.ca/?p=206 &lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://www.marblehead.net/foley/jack.html"&gt;http://www.marblehead.net/foley/jack.html&lt;/a&gt;&lt;/span&gt;&lt;span lang="EN-GB" style="font-size: 100%; font-weight: bold;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoTitle" style="font-family: Arial,Helvetica,sans-serif; text-align: left;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;a href="http://emusician.com/mag/emusic_sounds_key_life/"&gt;http://emusician.com/mag/emusic_sounds_key_life/&lt;/a&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoTitle" style="font-family: Arial,Helvetica,sans-serif; 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font-weight: bold;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;span style="font-size: 100%; font-weight: bold;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoTitle" style="font-family: Arial,Helvetica,sans-serif; font-weight: bold; text-align: left;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left" class="MsoTitle" style="font-family: Arial,Helvetica,sans-serif; font-weight: bold; text-align: left;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;h2 style="font-family: arial; font-weight: normal;"&gt;&lt;span style="font-size: 100%;"&gt;Copyright free sounds and music&lt;br /&gt;&lt;span style="font-size: small;"&gt;&lt;a href="http://www.musopen.com/" style="font-family: Arial,Helvetica,sans-serif; font-weight: normal;"&gt;http://www.musopen.com/&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://freesound.iua.upf.edu/"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span style="font-size: small;"&gt; &lt;br /&gt;Freesound&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/h2&gt;&lt;h2 style="font-family: arial; font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;Find a team to work with or media to work on&lt;br /&gt;&lt;span style="font-size: small;"&gt;&lt;span style="font-weight: normal;"&gt;http://Www.Mandy.Com &lt;/span&gt;&lt;br style="font-weight: normal;" /&gt;&lt;a href="http://www.productionbase.co.uk/"&gt;&lt;span style="font-weight: normal;"&gt;http://www.productionbase.co.uk/&lt;/span&gt;&lt;/a&gt;&lt;br style="font-weight: normal;" /&gt;&lt;span style="font-weight: normal;"&gt;https://shootingpeople.org &lt;/span&gt;&lt;br style="font-weight: normal;" /&gt;&lt;span style="font-weight: normal;"&gt;http://www.linkedin.com/&lt;/span&gt;&lt;br style="font-weight: normal;" /&gt;&lt;span style="font-weight: normal;"&gt;http://www.peopleperhour.com/ &lt;/span&gt;&lt;br style="font-weight: normal;" /&gt;&lt;span style="font-weight: normal;"&gt;http://www.broadcastfreelancer.com/&lt;/span&gt;&lt;br style="font-weight: normal;" /&gt;&lt;span style="font-weight: normal;"&gt;http://www.grapevinejobs.com/home.asp &lt;/span&gt;&lt;br style="font-weight: normal;" /&gt;&lt;span style="font-weight: normal;"&gt;http://www.kays.co.uk/&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;h2 style="font-family: arial; font-weight: bold;"&gt;&lt;span style="font-size: 100%;"&gt;&lt;span style="font-size: small;"&gt;&lt;span style="font-weight: normal;"&gt;&lt;a href="http://www.aniboom.com/%20"&gt;http://www.aniboom.com/ &lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div class="MsoNormal" style="font-family: arial; font-family: arial; font-weight: bold;"&gt;&lt;span lang="EN-GB" style="font-size: 100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-family: arial; font-size: 100%; font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: arial; font-size: 100%;"&gt;&lt;a href="http://classes.yale.edu/film-analysis/"&gt;&lt;/a&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5609695435084265009-1416219348188752321?l=sound-music-interactive-games.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1416219348188752321'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5609695435084265009/posts/default/1416219348188752321'/><link rel='alternate' type='text/html' href='http://sound-music-interactive-games.blogspot.com/2007/10/film-sound-links.html' title='Film sound links'/><author><name>Richard Stevens</name><uri>http://www.blogger.com/profile/15706583570368115461</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry></feed>
