Miniblog #8: RX – My favourite sound

I moved city last year and in doing so I found my [current] favourite sound: Unprocessed Recording The above is a unprocessed recording that I did at my new beach in Brighton, UK. The large flinty stones that cover the shoreline have gaps that allow for extra suction as the waves recede. Plus – they sound glorious! […]

Miniblog #7: Wwise – Careful with that Occlusion

Occlusion (the simulation of an audio source’s path to the listener) is switched on by default in Wwise. Occlusion is super great, the results you can get from it are amazing and quite essential for maintaining realism and [that word of words] immersion. But it’s not simple. Lots of games get it wrong. This is not […]

Miniblog #6: Define a Shared Language to Discuss Game Audio with your Dev

A quick note about a great idea from Nick Thomas, CEO of Somatone Interactive, taken from a video presentation that he gave. Have you also had a similar experience to me? Your dev tells you to go ahead and make whatever sound you like for a given asset/event. They have no preference. You hand in your SFX, something […]

Miniblog #5: Wwise – Is That Parameter Event Triggering?

This one is very basic, but this simple trick saved my bacon the other day: I had a Wwise event that Set a Parameter Value and I couldn’t tell if it was working. So I tacked a Play Event with a very audible sound onto it. Once I triggered the event in-engine and heard my […]

Miniblog #4: Unity3D 5.4.x – Hidden low level Audio Settings

If you are importing audio in Unity3D (whether you are using the native audio tools or a solution such as Fabric) there are some SUPER-IMPORTANT low level audio settings that I didn’t find for quite some time. To my knowledge these options need to be set per audio file. To find these options, locate your audio […]

Miniblog #3: Print your sounds

One of the tricky parts of mixing a game is that to listen to the audio you need to play the game. And this takes up a certain amount of brain power. This could be solved by having someone else come in and play the game while you watch/listen, but that’s not always an alternative. So […]

Miniblog #2: Wwise – Simple Footstep Implementation

  In the planning stage of a project I like to assign more importance to the sounds that occur most frequently. If you are making a first person or close perspective third person game then footsteps can rank highly on this list. However, this is likely dependant on the game you are making. Footsteps and foley can make […]

Miniblog #1: Wwise – Looping a track using the Interactive Music Hierarchy

As this is the first post in a series, a quick mission statement. Brief descriptions of singular techniques and concepts that I use for either implementation or asset creation. Someone who I respect (@Vanaman) said that externalising your process is a great way to consolidate things that you have learned on a project. That struck a chord with […]