Develop - Issue 116 - May 2011

Page 34

BETA | AUDIO SPECIAL

e c i v d a Sound ce on offer insight and guidan es lin ip sc di o di au e m ross the ga isation... Leading figures from ac nvolution reverb optim co to s tra es ch or th wi everything from working

G

ame audio professionals have rarely had it easy. The consumer games press all too often ignores their efforts, and previously the fruits of their labours have rarely courted the fascination of the end user in the same way as the visual effects that beguile the public with apparent ease. It’s something that’s changing, however, as quality voice work becomes the norm, and licensed music in video games emerges as a key point of interest for the world’s biggest bands and performers. Actors, musicians and orchestras are better understanding the creative and financial potential that working with games offers, and the industry is responding with a new appreciation of how to get the most from the talent it works with. Meanwhile the technology and tools for sound effects and music production are changing, as is the hardware and the

techniques for capturing performance. Subsequently aural realism has become a new focal point for developers of everything from triple-A to indie. The integration of gameplay and sound is increasingly agile, and consumer expectations are rapidly rising, in part because of muscular home theatres becoming ordinary living room furniture. Recognising that fact, over the following nine pages Develop brings you a number of specially commissioned pieces looking at every facet of the games audio disciplines, from best practice when working with orchestras, to a look at the rise of social audio, and an overview of key trends shaping the future of sound. There are also tutorials on the likes of convolution reverb optimisation and composition workflow, and an analysis of best practice when working with voice talent.

Contents 35 – Audio Cloud Nine A nine point guide to best managing your audio team and facility, by Nimrod Productions 36 – The Sound of Change Periscope Studio takes a look at key challenges in games audio 38 – Optimising Convolution Reverb Convolution reverb goes under the microscope, courtesy of Audiokinetic 39 – Need for Speak Audio giant Dolby on why voice chat matters 40 – Voices of Reason Side offers essential advice on microphone use when working with talent 41 – Social Sound Solutions Liverpool Sound City’s director on the companies reimagining audio distribution 42 – Organising Orchestras Invaluable advice on orchestral composition workflow by The Creative Assembly

34 | MAY 2011


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