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	<title>Engine Audio</title>
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	<link>http://www.engineaudio.com</link>
	<description>Your next game audio solution</description>
	<lastBuildDate>Thu, 25 Feb 2010 20:12:48 +0000</lastBuildDate>
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		<title>Turn 10 Studios Records Exotic Engines for Foreza Motorsports</title>
		<link>http://www.engineaudio.com/recording-foreza-engines</link>
		<comments>http://www.engineaudio.com/recording-foreza-engines#comments</comments>
		<pubDate>Thu, 25 Feb 2010 20:12:48 +0000</pubDate>
		<dc:creator>Chris Latham</dc:creator>
				<category><![CDATA[Recording]]></category>
		<category><![CDATA[car]]></category>
		<category><![CDATA[Engine]]></category>
		<category><![CDATA[Foreza]]></category>
		<category><![CDATA[motor]]></category>
		<category><![CDATA[Turn10]]></category>

		<guid isPermaLink="false">http://www.engineaudio.com/?p=406</guid>
		<description><![CDATA[
Jalopinik has released an excellent article on the audio guys from Turn 10 Studios, the team behind Foreza Motorsports.  They recorded engine sounds for the games over 400 unique cars. The article mentions the team used an average of 8 mics on each car, and used a dynapak roller system to allow all sounds to [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter" title="Recording a Lamborghini" src="http://cache-08.gawkerassets.com/assets/images/12/2010/02/800x600_lamborghini_diablo_sound_forza_motorsport.jpg" alt="Recording Lamborghini" width="447" height="334" /></p>
<p style="text-align: left;"><a href="http://jalopnik.com">Jalopinik</a> has released an excellent article on the audio guys from <a href="http://forzamotorsport.net/en-us/about_turn10.htm">Turn 10 Studios</a>, the team behind <a href="http://forzamotorsport.net/en-us/default.htm">Foreza Motorsports</a>.  They recorded engine sounds for the games over 400 unique cars. The article mentions the team used an average of 8 mics on each car, and used a dynapak roller system to allow all sounds to be captured in a garage.  They used a portable recording rig centered around using ProTools.  The team had to fly all over the country to record specific vehicles that were rare or held by collectors.  The article gives some interesting tips on how they setup and captured their engine loops.  Check it out!</p>
<p><a href="http://jalopnik.com/5478591/inside-forza-motorsport-part-ii-making-the-cars-sound-awesome">Inside Forza Motorsport, Part II: Making The Cars Sound Awesome</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.engineaudio.com/recording-foreza-engines/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Top 10 Changes to the Unreal Audio System from UT3 to UDK</title>
		<link>http://www.engineaudio.com/top10udkchanges</link>
		<comments>http://www.engineaudio.com/top10udkchanges#comments</comments>
		<pubDate>Mon, 01 Feb 2010 14:50:39 +0000</pubDate>
		<dc:creator>Chris Latham</dc:creator>
				<category><![CDATA[UDK]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[Engine Audio]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[openal]]></category>
		<category><![CDATA[XAudio2]]></category>

		<guid isPermaLink="false">http://www.engineaudio.com/?p=400</guid>
		<description><![CDATA[




10. New Sound Actor Icons


9. Multiple Sound Slots for AmbientSounds

8. SoundGroups are now called SoundClasses

7. SoundClass Editor

6. Ambient Zones

5. Visual of Min Radius

4. Switch from OpenAL to XAudio2

3. Improved Distance Models

2. Improved Low Pass Filters

1. Content Browser

 
]]></description>
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<div style="text-align: center;">
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<p><br class="spacer_" /></p>
<h2><strong>10. New Sound Actor Icons</strong></h2>
<p>
<br class="spacer_" /></p>
<h2><strong>9. Multiple Sound Slots for AmbientSounds</strong></h2>
<p><br class="spacer_" /></p>
<h2><strong>8. SoundGroups are now called SoundClasses</strong></h2>
<p><br class="spacer_" /></p>
<h2><strong>7. SoundClass Editor</strong></h2>
<p><br class="spacer_" /></p>
<h2><strong>6. Ambient Zones</strong></h2>
<p><br class="spacer_" /></p>
<h2><strong>5. Visual of Min Radius</strong></h2>
<p><br class="spacer_" /></p>
<h2><strong>4. Switch from OpenAL to XAudio2</strong></h2>
<p><br class="spacer_" /></p>
<h2><strong>3. Improved Distance Models</strong></h2>
<p><br class="spacer_" /></p>
<h2><strong>2. Improved Low Pass Filters</strong></h2>
<p><br class="spacer_" /></p>
<h2><strong>1. Content Browser</strong></h2>
<p><strong><br />
 </strong></p>
]]></content:encoded>
			<wfw:commentRss>http://www.engineaudio.com/top10udkchanges/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Test your custom FMOD soundbanks in the iPhone Simulator! EngineAudio.com releases free app.</title>
		<link>http://www.engineaudio.com/fmodiphoneapp</link>
		<comments>http://www.engineaudio.com/fmodiphoneapp#comments</comments>
		<pubDate>Sun, 24 Jan 2010 21:28:51 +0000</pubDate>
		<dc:creator>Chris Latham</dc:creator>
				<category><![CDATA[Engine Audio]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[app]]></category>
		<category><![CDATA[designer]]></category>
		<category><![CDATA[FMOD]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[soundbanks]]></category>

		<guid isPermaLink="false">http://www.engineaudio.com/?p=395</guid>
		<description><![CDATA[
We here at Engine Audio were looking for a way to test the new integration of the FMOD audio system on the iPhone platform. So we developed an FMOD soundbank testing application for the iPhone simulator.  Firelight Technologies, creators of the FMOD engine, provides great example projects to help get people started with their system. [...]]]></description>
			<content:encoded><![CDATA[<p><br class="spacer_" /></p>
<p>We here at Engine Audio were looking for a way to test the new integration of the FMOD audio system on the iPhone platform. So we developed an FMOD <span><span>soundbank</span></span> testing application for the iPhone simulator.  <a href="http://www.fmod.org">Firelight Technologies</a>, creators of the FMOD engine, provides great example projects to help get people started with their system. This project <span><span>expands</span></span> on some of their ideas incorporating a few of the tools into one app.</p>
<p>- Test FMOD <span><span>Soundbanks</span></span>!</p>
<p>- Manipulate <span><span>FMOD&#8217;s</span></span> effect parameters (distortion, <span><span>flangers</span></span>, <span><span>phasers</span></span>, filters, verbs)!</p>
<p>- Connect to the FMOD Designer in real-time!</p>
<p><br class="spacer_" /></p>
<div style="text-align: center;">
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<p><br class="spacer_" /></p>
<p>The application is made up of two main windows:</p>
<p>The first is a list of all of the sounds in the current sound bank.  Each sound is automatically loaded and can be controlled from the play and stop buttons. The sliders allow you to adjust up to two real-time effect parameters.</p>
<p>With the second screen you can adjust both effect parameters at once using a single touch.  As you move the touch around on the screen the sound is played and the two parameters are changed in real-time.</p>
<p><br class="spacer_" /></p>
<p><a href="../wp-content/uploads/soundbank_view1.png"><img class="alignnone" style="margin-left: 10px; margin-right: 10px;" title="FMODApp Soundbank View" src="../wp-content/uploads/soundbank_view1-161x300.png" alt="FMODApp Soundbank View" width="274" height="511" /></a> <a href="../wp-content/uploads/XYparams_view1.png"><img class="alignright" style="margin-left: 10px; margin-right: 10px;" title="FMODApp XY Parameters View" src="../wp-content/uploads/XYparams_view1-161x300.png" alt="FMODApp XY Parameters View" width="274" height="508" /></a></p>
<p><br class="spacer_" /></p>
<h2><strong><strong><a href="http://www.engineaudio.com/eaftp/engineaudio_fmod_soundbank.zip">Download the <span><span>XCode</span></span> Project HERE!</a></strong></strong></h2>
<p><strong><strong><br />
 </strong></strong></p>
<p><strong><strong>Installation:<br />
 </strong></strong></p>
<p>This application requires <span><span>XCode</span></span> with the iPhone SDK installed, along with the FMOD EX Programmers iPhone API from Firelight Technologies. Download them here:</p>
<p><span><span>XCode</span></span>(v3.2.1) + iPhone SDK (v3.1.2)  sign up to be a iPhone dev for free-</p>
<p><strong><a title="http://developer.apple.com/iphone/" dir="ltr" rel="nofollow" href="http://developer.apple.com/iphone/">http://developer.apple.com/<span><span>iphone</span></span>/</a></strong></p>
<p>FMOD EX Programmers iPhone API (v4.28.07) -</p>
<p><a title="http://www.fmod.org/index.php/download" dir="ltr" rel="nofollow" href="http://www.fmod.org/index.php/download"><strong>http://www.fmod.org/index.<span><span>php</span></span>/download</strong><br />
 </a></p>
<p><br class="spacer_" /></p>
<p>Unzip the contents of <span><span>engineaudio</span></span>_fmod_<span><span>soundbank</span></span>.zip to:</p>
<p><strong>/Developer/FMOD Programmers API iPhone/<span><span>fmoddesignerapi</span></span>/examples/</strong></p>
<p>Open project in <span><span>XCode</span></span> and press &#8220;Build and Run&#8230;&#8221;, it will launch the <span>iPhone</span> simulator and the application</p>
<p><strong>To use custom sounds</strong>: delete any .FEV and .FSB file found in the Resources directory of the <span><span>XCode</span></span> project.  Replace them with your own <span><span>soundbanks</span></span> generated from the FMOD Designer.</p>
<p><br class="spacer_" /></p>
<p>Thanks to <a href="http://www.fmod.org">Firelight Technologies</a> for the all of their <span>support</span> of the FMOD engine.</p>
<p>For more information download the excellent FMOD tutorials at:</p>
<p><a href="http://www.fmod.org/index.php/download">http://www.fmod.org/index.php/download </a></p>
<p><br class="spacer_" /></p>
<p>You can always find me at: <a href="mailto:chris@engineaudio.com">chris@engineaudio.com</a></p>
<p><br class="spacer_" /></p>
<p><br class="spacer_" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.engineaudio.com/fmodiphoneapp/feed</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Epic demonstrates the Unreal Engine running on the iPhone</title>
		<link>http://www.engineaudio.com/unreal-engine-iphone</link>
		<comments>http://www.engineaudio.com/unreal-engine-iphone#comments</comments>
		<pubDate>Tue, 22 Dec 2009 21:31:40 +0000</pubDate>
		<dc:creator>Chris Latham</dc:creator>
				<category><![CDATA[Unreal]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Epic Games]]></category>

		<guid isPermaLink="false">http://www.engineaudio.com/?p=391</guid>
		<description><![CDATA[
Epic Games just announced that they were able to get the Unreal Engine to run on the iPhone/iPod Touch.  This is quite amazing considering the limited resources available on the iPhone and the massive requirements of Unreal.  The guys from AnandTech got a private tech demo from Epic Games to demonstrate how it [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><object type="application/x-shockwave-flash" data="http://www.youtube.com/v/Pzts8tsKuHs" width="425" height="350"><param name="movie" value="http://www.youtube.com/v/Pzts8tsKuHs" /><param name="FlashVars" value="playerMode=embedded" /></object></p>
<p><a href="http://www.epicgames.com">Epic Games </a>just announced that they were able to get the Unreal Engine to run on the iPhone/iPod Touch.  This is quite amazing considering the limited resources available on the iPhone and the massive requirements of Unreal.  The guys from <a href="http://www.anandtech.com/gadgets/showdoc.aspx?i=3695">AnandTech</a> got a private tech demo from Epic Games to demonstrate how it works.  Currently there are no announcements about licensing or availability to the public, but supposedly there is more to come in 2010. They are working on optimizing the graphics and the controller scheme, OpenGL ES 2.0 is now being used for the graphics engine. The video above shows control with a touchscreen in a classic d-pad interface, but Mark Rein from Epic says they are trying out other options.</p>
<p>It is exciting to see an engine as powerful as the Unreal Engine running on the iPhone.  It shows that mobile platforms are becoming viable for realtime 3d gaming, and that game engines can be streamlined enough to run on them.  Each generation of the iPhone is going to be more powerful, it won&#8217;t be too long before mobile processors can compete with current gen consoles.</p>
<p>Check out the link:<br />
<a href="http://www.anandtech.com/gadgets/showdoc.aspx?i=3695">http://www.anandtech.com/gadgets/showdoc.aspx?i=3695</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Game Audio Education: Engine Audio Creates a Course on Sound for Games at Full Sail University</title>
		<link>http://www.engineaudio.com/aiaclass</link>
		<comments>http://www.engineaudio.com/aiaclass#comments</comments>
		<pubDate>Thu, 17 Dec 2009 19:37:51 +0000</pubDate>
		<dc:creator>Chris Latham</dc:creator>
				<category><![CDATA[Engine Audio]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[FMOD]]></category>
		<category><![CDATA[Full Sail]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Unreal]]></category>

		<guid isPermaLink="false">http://www.engineaudio.com/?p=300</guid>
		<description><![CDATA[
 

We here at Engine Audio have been working tirelessly for the past couple of months on new curriculum for Full Sail University.  We have developed a full course called &#8220;Advanced Interactive Audio&#8221; which discusses game audio topics ranging from sound design and technology to implementation and testing.    The students are using industry [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><br class="spacer_" /></p>
<div style="text-align: center;"><a href="http://www.engineaudio.com/"><img title="engineaudio_logo_250x172" src="http://www.engineaudio.com/wp-content/uploads/2009/12/engineaudio_logo_250x172.png" alt="Engine Audio Logo" width="250" height="172" /></a> <a href="http://www.fullsail.com/"><img title="Full_Sail_Logo" src="http://www.engineaudio.com/wp-content/uploads/2009/12/Full_Sail_Logo.jpg" alt="Full Sail Logo" width="250" height="172" /></a></div>
<p style="text-align: left;"><br class="spacer_" /></p>
<p>We here at Engine Audio have been working tirelessly for the past couple of months on new curriculum for Full Sail University.  We have developed a full course called <a href="http://www.fullsail.edu/flash/index.cfm?degree=recording-arts">&#8220;Advanced Interactive Audio&#8221;</a> which discusses game audio topics ranging from sound design and technology to implementation and testing.    The students are using industry standard tools to develop their own custom sounds for a demo game.  The students are taught about the structure of a game team and how to get a head start in the industry.  They are lead through the complete process of creating audio for games, from the concept and design stage to creating their own sounds for an interactive audio system.</p>
<p>Asset creation is done in Pro Tools, with access to an amazing sound library, which can be used to supplement their own sounds they have recorded.  The introduction to an interactive audio system and prototyping is done with the FMOD Designer.  Students learn about the basics of an interactive game audio system including 3d positioning, randomization, and real time parameters.  Students also learn about preparing assets for mobile platforms using the iPhone Simulator and the FMOD Designer.  They create FMOD soundbanks specifically for the the iPhone, then test them out by manipulating them with real-time parameters and randomization.  The student are then required to implement all of the assets they have developed into a custom level using the UDK toolset provided by Epic Games.</p>
<p><br class="spacer_" /></p>
<div style="text-align: center;">
<p><img class="alignnone" title="AIA_Lecture" src="http://www.engineaudio.com/wp-content/uploads/2009/12/IMG_0104-300x225.jpg" alt="AIA Lecture Room" width="300" height="225" /><img title="AIA_Lab" src="http://www.engineaudio.com/wp-content/uploads/2009/12/IMG_0101-300x225.jpg" alt="AIA Lab Room" width="300" height="225" /></p>
<p><br class="spacer_" /></p>
<p><strong>Material Created for the Class:</strong></p>
<p>Over 70 hours of class time in a month long series of Lectures and Labs</p>
<p>Hours of instructional videos on the use of FMOD audio system and the UDK engine</p>
<p>Over 100 pages of information on using and mastering the FMOD Designer and the UDK engine</p>
<p>Custom UDK sound design level with environments like a cave, factory, snowstorm, and cityscape.</p>
<p>An iPhone Simulator app for testing soundbanks created from the FMOD designer</p>
<p><br class="spacer_" /></p>
<p><br class="spacer_" /></p>
<p style="text-align: left;">A <strong>BIG THANKS</strong> to all the great developers of the tools that we use for the class.  <a href="http://www.fmod.org">FMOD by Firelight Technologies</a> is a total audio solution for games that is available freely for educational and non-commercial purposes.  It is one of the most widely used audio engines on the market and their people are a very friendly and helpful bunch.  <a href="http://www.epicgames.com">Epic Games</a> recently released their extremely popular Unreal Engine to the public as the <a href="http://www.udk.com">Unreal Developers Kit</a>.   It contains the same set of tools that the professionals use to make hit video games.  This gives our students the chance to stay current on the most popular tools for game audio developement.</p>
<div style="text-align: center;"><img title="FMOD_logo" src="http://www.engineaudio.com/wp-content/uploads/2009/12/fmod-logo-reflect.jpg" alt="FMOD Logo" width="407" height="206" /> <img class="size-full wp-image-319" title="epic_games_logo" src="http://www.engineaudio.com/wp-content/uploads/2009/12/epic_games_logo.jpg" alt="EPIC Games Logo" width="303" height="228" /></div>
</div>
]]></content:encoded>
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