While digitizing their older content, the BBC discovered that they have the first recording of a computer playing music. The recording is a good 6 years before IBM had their mainframe play music at Bell Labs in 1957. Check the link to hear Ferranti Mark 1 computer play God Save the King, Baa [...]
Fabio73 over at Screw Attack has posted up the sound effects from resident Evil 4. Yep, all of em. It’s 3 zip files of .ogg format SFX, followed by several dialogue snippets. You can find them all here.
The Dark Sector Audio Dev team is back, this time with video. The video features some great comparisons of recorded vegetable beating to in-game carnage.
Wayne Santos recently wrote an article for HighDefDigest about 4 games that excel at creating an interactive and dynamic environment through the use of audio….
Bloody-Disgusting.com isn’t exactly the first place I go to to find breaking gaming news, it’s not even in my top ten….ok, so I’ve never even heard of them! But that doesn’t matter, because they just managed to get their gore-stained mitts on a very informative, very exclusive blog post from the Lead Sound Designer of [...]
I recently stumbled across an interview with the Sound Director and the Lead Sound Programmer for the IO Interactive game, Kane and Lynch: Dead Men. And who conducted this interview? SoundBlaster. I guess that kind of makes sense, kind of. It actually is a good read though since the Sound Director, Frank Lindeskov, covers a [...]
AnimusSonitus over at the Stargate Worlds Developer Blog wrote up a small post about how the general public perceives sound design in games, and how to try and rectify the situation. The way he speaks about it makes me believe that there’s going to be a lot of exceptional audio concepts floating around their offices, [...]
The people over at GamesRadar managed to get a Q&A session with three senior members of the Rockstar North Audio team. One of the coolest things they discuss is the sheer volmue of audio content created for the game. Touting that the game has “four-and-a-half thousand individual sfx in the game, which are combined into [...]