Loudness Standards in Film, TV & Games

You may have heard of the “loudness wars” in the context of music before, but it also exists in film and television productions. Just like mix engineers of music abused brick-wall limiting to reduce dynamic range to fool loudness standards based strictly on peaks and RMS, so too did mix engineers for video-based productions. This…

Cafe Project: Editing Samples

Since the last update, Seb and I have been hard at work editing the samples that we recorded in the last update, and recording the leftover work. I personally finished editing my samples on Saturday, and only have to record and edit some street noise that takes place outside of the cafe for ambience. Here…

Researching FMOD

As part of my journey to become a great game sound designer, I have started researching the various tools I will need to implement my audio into a game engine. It is one thing to create interesting samples, but another thing entirely to integrate them into an interactive environment, which is exactly what FMOD helps…

Game Sound

Starting last week, Renee, Magic and I formed a team to create assets for a 2D Platforming game that some game design students at SAE were creating. Unfortunately the student making the game has since deferred, but we are going ahead with creating the assets as a learning excercise instead. For this project, I am…