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soundautopsy.blogspot.com

Sound Autopsy

Game Audio Analysis - By Naila Burney. Tuesday, November 15, 2011. Game Audio Innovations - Papa Sangre. Smart phones and other portable devices have become an essential source of entertainment for people. As time passes by, more and more game applications are made for mobile devices. However, due to the small dimensions of the screens, immersion is difficult to achieve using iPhones or iPods. The company “ Somethin’ Else. He quotes Pierre Schaeffer who explains how. The use of binaural technology in Pap...

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Sound Autopsy | soundautopsy.blogspot.com Reviews
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Game Audio Analysis - By Naila Burney. Tuesday, November 15, 2011. Game Audio Innovations - Papa Sangre. Smart phones and other portable devices have become an essential source of entertainment for people. As time passes by, more and more game applications are made for mobile devices. However, due to the small dimensions of the screens, immersion is difficult to achieve using iPhones or iPods. The company “ Somethin’ Else. He quotes Pierre Schaeffer who explains how. The use of binaural technology in Pap...
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Sound Autopsy | soundautopsy.blogspot.com Reviews

https://soundautopsy.blogspot.com

Game Audio Analysis - By Naila Burney. Tuesday, November 15, 2011. Game Audio Innovations - Papa Sangre. Smart phones and other portable devices have become an essential source of entertainment for people. As time passes by, more and more game applications are made for mobile devices. However, due to the small dimensions of the screens, immersion is difficult to achieve using iPhones or iPods. The company “ Somethin’ Else. He quotes Pierre Schaeffer who explains how. The use of binaural technology in Pap...

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soundautopsy.blogspot.com soundautopsy.blogspot.com
1

Sound Autopsy: Half Life 2, Episode 2: An example of Non-repetitive Audio

http://www.soundautopsy.blogspot.com/2011/10/half-life-2-episode-2-example-of-non.html

Game Audio Analysis - By Naila Burney. Wednesday, October 12, 2011. Half Life 2, Episode 2: An example of Non-repetitive Audio. Half-Life 2, Episode 2. Is a great example of non-repetitive audio in video games. The ambiance, voice acting, and particular highlighted sounds, have special treatments that help achieve variety in the game. The following is an example of a well defined ambiance, with mysterious pads and subtle birds outside. See min. 6:40 - 6:60. (In this link. The music appears when danger is...

2

Sound Autopsy: November 2011

http://www.soundautopsy.blogspot.com/2011_11_01_archive.html

Game Audio Analysis - By Naila Burney. Tuesday, November 15, 2011. Game Audio Innovations - Papa Sangre. Smart phones and other portable devices have become an essential source of entertainment for people. As time passes by, more and more game applications are made for mobile devices. However, due to the small dimensions of the screens, immersion is difficult to achieve using iPhones or iPods. The company “ Somethin’ Else. He quotes Pierre Schaeffer who explains how. The use of binaural technology in Pap...

3

Sound Autopsy: October 2011

http://www.soundautopsy.blogspot.com/2011_10_01_archive.html

Game Audio Analysis - By Naila Burney. Tuesday, October 25, 2011. LITTLE BIG PLANET: AN EXAMPLE OF INTERACTIVE MUSIC. Little Big Planet is a game that uses various interactive music techniques throughout its levels. In this post I will analyse some of these techniques, using. The Game Audio Tutorial. By Richard Stevens and Dave Raybould as a reference. The Gardens Level (Video 1):. Music Switches And Smooth Transitions. All levels in Little Big Planet are marked up by. Look at minute 3:40 in the above vi...

4

Sound Autopsy: LITTLE BIG PLANET: AN EXAMPLE OF INTERACTIVE MUSIC

http://www.soundautopsy.blogspot.com/2011/10/little-big-planet-example-of.html

Game Audio Analysis - By Naila Burney. Tuesday, October 25, 2011. LITTLE BIG PLANET: AN EXAMPLE OF INTERACTIVE MUSIC. Little Big Planet is a game that uses various interactive music techniques throughout its levels. In this post I will analyse some of these techniques, using. The Game Audio Tutorial. By Richard Stevens and Dave Raybould as a reference. The Gardens Level (Video 1):. Music Switches And Smooth Transitions. All levels in Little Big Planet are marked up by. Look at minute 3:40 in the above vi...

5

Sound Autopsy: Bad Audio in Heavy Rain?

http://www.soundautopsy.blogspot.com/2011/10/heavy-rain.html

Game Audio Analysis - By Naila Burney. Tuesday, October 4, 2011. Bad Audio in Heavy Rain? Award winning video game. Impressive graphics. Touching music. Stunning story. These are just a few words that first come up whenever someone says. Could it be possible to find bad audio in such a master piece? Finally, I will talk about a problem that has been overlooked in the game, related to the use and abuse of loops in some segments. Atch min 4:06.). Voicing concerns: the problem with video game acting,. The a...

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Sound Autopsy

Game Audio Analysis - By Naila Burney. Tuesday, November 15, 2011. Game Audio Innovations - Papa Sangre. Smart phones and other portable devices have become an essential source of entertainment for people. As time passes by, more and more game applications are made for mobile devices. However, due to the small dimensions of the screens, immersion is difficult to achieve using iPhones or iPods. The company “ Somethin’ Else. He quotes Pierre Schaeffer who explains how. The use of binaural technology in Pap...

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