A partnership between Audiokinetic and McDSP has brought two new real-time plugins to the WWISE game audio pipeline. The ML1 is a brick-wall limiter, and the FutzBox is a distortion and speaker simulation. These tools are providing sound designers with more choices during the production of their game. Many times to get the sound that you want the effect has to be “baked in” to the file to maintain a certain quality. With the development of more real-time plugin effect options it gives an opportunity for the asset creator to that mimic how they work in a DAW and leave decision like these to later in the process.
“McDSP plug-ins are a staple for many game developers as essential audio production tools. With the release of Wwise 2009.3, McDSP effects will be available in the Wwise audio engine for sound rendering, and as real-time effects on a variety of gaming consoles. We’re pleased to be a part of Audiokinetic’s growing platform”, says McDSP founder and CTO Colin McDowell
Welcome to the new Engine Audio site redesign! As we attempt to expand our reach we come up with a couple of new way to keep in touch.
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Beyond our home here on the the net. Here are some of the other great sites that we frequent. They are some of the most helpful resources discussing audio for game on the web. The group of people that frequent these site are industry professionals. We try to contribute any way we can, but mostly we are there to learn something new.
Recently we went into the recording studio to get some new sounds recorded. There was enough ideas to keep rolling for hours. We setup to record laser blasts and solid bow and sword foley. In our homage to Ben Burtt we set up a spring to get interesting sources for lasers blasts. The spring was suspended from a ladder so that it didn’t touch any other surface. Then it was struck with with a variety of different object and from all angles.
Engine Audio is also preparing sounds for new medieval battle Unreal 3 Mod called Archasis. The main character wields an assortment of sword and bow weapons. We started recording a metal impacts and foley for the first soundbank.
We captured the whole session at 24bit/96k in ProTools using a single mono shotgun mic. We also used a Sound Devices 722t running a stereo mic at the same bit depth and sample rate. The hi quality recording work well since each sound fx will be going through a lot of processing before it ends up as the final product.
The guys over at HongKiat have come up with a thorough list of websites with free sound fx available. If you are in need of good sources or ideas for sound design you can find some sounds worth using. Don’t expect consistent quality from all the sites, you do get what you pay for, but with this sort of variety you are bound to find something useful.
Simon Ahsby and the team at Audiokinetic continue to push the boundaries of Game Audio integration with their amazing toolset WWISE.
WWISE is an audio tool set that was developed with the sound designer and composer as its focus. Audiokinetic offers WWISE as a bridge between the world of Digital Audio Workstations (Pro Tools, Logic Audio) and the code driven world of a game audio pipeline.
For those of us who are experienced with audio tools for Music and Media Postproduction, the introduction of WWISE onto the scene has been exciting to say the least. Keeping with this trend, the team at WWISE is proud to present a module (plug in) that will expand the power of WWISE as a sound design medium.
The first module, SoundSeed Impact, can be used to create variations of resonant impact sounds, such as sword clings, footsteps, bells, etc. Audiokinetic promises to deliver Impact shortly and is already working on creating additional modules.
“Too often, sound designers must set aside their creativity in order to comply with memory usage or recording costs constraints,” says Audiokinetic CEO and president André Nadeau. “SoundSeed breaks this paradigm.”
Welcome to the Engine Audio Blog. We are a community of audio developers interested in gathering all of the latest news on game audio topics. SFX, field recording, sound design, music, implementation, it is all gathered here. Check out our podcasts and RSS feeds below, or contact us at info@engineaudio.com.