A sound design tutorial by Paul Virostek Why Record for Perspective? I remember a time I first began editing when I was struggling to make a car door slam match the picture on film. I shifted the sound earlier, later, added and removed elements and it still didn’t fit. The editor who was mentoring me […]
Category: Shockwave-Sound
Using Sound Effects within music composition and production for increased overall effect
Excuse Me, You’ve Got Some Sound Effects in My Music About using sound effects in music production and how the line between sound effects and music is blurring by Kole Hicks The use of certain elements we consider “Sound Effects” in Music is much more common than we may think. Whether it’s nature ambiances heard […]
Interactive Music in Videogames: We look at the options, the methods and the impact
By West B. Latta Whether you’re a game developer, game player, or carry only passing interest, it is plain to see the growth and advancement of the video game industry over the past decade. Robust graphics systems, ample disc space, bountiful system memory, and dedicated DSP have all become increasingly common on today’s game platforms. […]
Music for the Boxset Generation
by Simon Power Game of Thrones, Breaking Bad, Nashville, The Sopranos. American drama series are a huge influence on the way television looks, feels and sounds in contemporary entertainment. A big part of that enjoyment comes from their music: The soundtracks & scores. In this article we take a look at the music used in […]
Three Ways to Build a Sound Library
by Paul Virostek What’s the best way for a new field recordist to begin building a sound library? How can a sound designer grow a folders of scattered samples into a collection with heft and weight? Huge sound clip libraries roam the Web. Some have tens of thousands of sound effects. New sound pros are […]
Things to Consider When Scoring for Games, part 5
By Kole HicksThese articles are not intended to be a master source for everything one must consider (and how to prioritize them) when scoring a game, rather it will be a series of articles based off my experiences with each newly completed project. As I learn from the process, the other developers that are involved, […]
Things to Consider When Scoring for Games, part 4
By Kole Hicks * These articles are not intended to be a master source for everything one must consider (and how to prioritize them) when scoring a game, rather it will be a series of articles based off my experiences with each newly completed project. As I learn from the process, the other developers that […]
Things to Consider When Scoring for Games, part 3
These articles are not intended to be a master source for everything one must consider (and how to prioritize them) when scoring a game, rather it will be a series of articles based off my experiences with each newly completed project. As I learn from the process, the other developers that are involved, and write […]
Things to Consider When Scoring for Games, part 2
By Kole Hicks These articles are not intended to be a master source for everything one must consider (and how to prioritize them) when scoring a game, rather it will be a series of articles based off my experiences with each newly completed project. As I learn from the process, the other developers that are […]
Things to Consider When Scoring for Games, part 1
By Kole HicksThese articles are not intended to be a master source for everything one must consider (and how to prioritize them) when scoring a game, rather it will be a series of articles based off my experiences with each newly completed project. As I learn from the process, the other developers that are involved, […]