1. A brief look at Game Audio


    from amertadproduction Added 63 0 0

    The game audio industry in general is an unknown area. Majority of the Audio Engineers and Music composers are not aware of what steps need to be taken in order to create a full working game. This…

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    • Abstract Sound Design (2011)


      from Naila Burney Added 127 2 0

      Abstract sound design

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      • ACA Demo Reel 2016


        from Andrew Corbitt Audio Added 48 2 1

        Game Audio Demo Reel, © Andrew Corbitt, 2016. First, a NOTE: Please set levels appropriately with headphones so that you're able to hear the music and ambience within the first project!…

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        • Ace Attack - Single Round - One to Many Sound Example


          from BitFlip Games Added 362 0 0

          An example of how Ace Attack actually sounds. By using the Rule of Two and a Half, we have created a one-to-many sound that plays for an entire state, instead of using one-to-one style sound.

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          • Ace Attack: Single Round: One to One Sound Example


            from BitFlip Games Added 529 1 0

            An example of what Ace Attack would sound like if the traditional approach of "one event, one sound" were used.

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            • Adam Brown Game Sound Design Showreel 2014


              from Adam Brown Added 88 0 0

              This is a showreel compiled of my works in Game Sound Design in 2014. These full audio replacements were created using effects and sounds that have been designed using both personally recorded material…

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              • Adam Ritchie Dialogue and Sound Design Showreel 2016


                from Adam Ritchie Added

                Fable Legends: Gameplay and marketing examples of my work as Dialogue Supervisor on Fable Legends, producing all voice assets for the game. All clips are taken from released marketing material. Transformers…

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                • Adaptive Audio - A war environment patch using fMod Designer.


                  from Justin Spasevski Added 106 0 0

                  This is a patch I created in fmod simulating a warzone in a gameplay situation. The sounds morph into different areas of battle depending on the value of the "Game Event" parameter. The…

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                  • Adaptive Loudness Range Compression for Headphone Output Using Device Mic to Monitor Ambient Noise Levels


                    from Rob Bridgett Added

                    Runtime adaptive LRA compression running on Master Output Bus. Mic Input level is shown on the Left Meter (not audible). The parametized run-time compressor can be seen in the centre of the screen.…

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                    • adaptive movable object system


                      from Anton Crnkovic Added 26 0 0

                      The Interactivity is what I love about game audio, the audio must adapt and change to match the action happening onscreen. In all situations, the game player’s decisions and actions determine…

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