<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: The State Of Game Audio</title>
	<atom:link href="http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/</link>
	<description></description>
	<lastBuildDate>Sun, 08 Nov 2009 14:05:39 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.5</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Hmm-hmm.</title>
		<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/comment-page-2/#comment-88344</link>
		<dc:creator>Hmm-hmm.</dc:creator>
		<pubDate>Fri, 12 Sep 2008 00:16:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2449#comment-88344</guid>
		<description>When I think of game audio, one of the games which comes to mind is Unreal. I didn&#039;t play much of the game, but I loved the very first level; wherein the player finds himself in a recently crashed spacecraft. The &#039;audioscape&#039; you move through as you progress was enthralling to me.</description>
		<content:encoded><![CDATA[<p>When I think of game audio, one of the games which comes to mind is Unreal. I didn&#8217;t play much of the game, but I loved the very first level; wherein the player finds himself in a recently crashed spacecraft. The &#8216;audioscape&#8217; you move through as you progress was enthralling to me.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rath</title>
		<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/comment-page-2/#comment-86772</link>
		<dc:creator>Rath</dc:creator>
		<pubDate>Mon, 08 Sep 2008 18:33:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2449#comment-86772</guid>
		<description>The fact that the same Creative speakers that currently sit on my desk were used as the image for this article off the main page pleases me no end.</description>
		<content:encoded><![CDATA[<p>The fact that the same Creative speakers that currently sit on my desk were used as the image for this article off the main page pleases me no end.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: L!</title>
		<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/comment-page-2/#comment-86695</link>
		<dc:creator>L!</dc:creator>
		<pubDate>Mon, 08 Sep 2008 14:56:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2449#comment-86695</guid>
		<description>Talking about a proper soundstrack. I don&#039;t think there&#039;s ever been a game with a better cinematic score than Outcast. The music, composed by Lennie Moore, is still free downloadable (http://www.planet-adelpha.net/Downloads/music.html)</description>
		<content:encoded><![CDATA[<p>Talking about a proper soundstrack. I don&#8217;t think there&#8217;s ever been a game with a better cinematic score than Outcast. The music, composed by Lennie Moore, is still free downloadable (<a href="http://www.planet-adelpha.net/Downloads/music.html)" rel="nofollow">http://www.planet-adelpha.net/Downloads/music.html)</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rufust Firefly</title>
		<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/comment-page-2/#comment-86015</link>
		<dc:creator>Rufust Firefly</dc:creator>
		<pubDate>Sat, 06 Sep 2008 04:17:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2449#comment-86015</guid>
		<description>Bungie&#039;s excellent use of sound goes all the way back to Marathon. (Another game whose sound effects pop up again and again, particularly the elevator noises.)

The Total Annihilation soundtrack is a thing of beauty and makes any attack that more dramatic. It&#039;s a bit over the top but I don&#039;t think people would have it any other way.</description>
		<content:encoded><![CDATA[<p>Bungie&#8217;s excellent use of sound goes all the way back to Marathon. (Another game whose sound effects pop up again and again, particularly the elevator noises.)</p>
<p>The Total Annihilation soundtrack is a thing of beauty and makes any attack that more dramatic. It&#8217;s a bit over the top but I don&#8217;t think people would have it any other way.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: JamesB</title>
		<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/comment-page-2/#comment-85882</link>
		<dc:creator>JamesB</dc:creator>
		<pubDate>Fri, 05 Sep 2008 20:59:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2449#comment-85882</guid>
		<description>Vizeroth, I wouldn&#039;t worry too much about add-on cards being a stumbling block at this point.  The add-on card market is just about dead, and most games are moving to 100% software mixing and rendering at this point (just look at the consoles).  

With multi-core processors, we&#039;ll be able to utilize part of or even an entire core in the near future, which will open up a lot of possibilities.  Software rendering gives us a lot of options for features which were never possible when we were restricted to hardware.

Don&#039;t forget - there have been a number of advancements in tertiary fields that audio is benefiting from - one example is the proliferation of excellent compression codes, some even license-free such as Ogg Vorbis.  We can now squeeze an insane amount of audio into a relatively small space.  And naturally, we benefit from ever-increasing memory budgets of newer platforms / storage mediums as well.

It&#039;s not as bleak as you make it out to be.  I&#039;ve been programming audio for games the last 10 years, and saying there&#039;s been no breakthroughs for the last ten years is perhaps correct, but it&#039;s incorrect to think there hasn&#039;t been steady advancement in the field.</description>
		<content:encoded><![CDATA[<p>Vizeroth, I wouldn&#8217;t worry too much about add-on cards being a stumbling block at this point.  The add-on card market is just about dead, and most games are moving to 100% software mixing and rendering at this point (just look at the consoles).  </p>
<p>With multi-core processors, we&#8217;ll be able to utilize part of or even an entire core in the near future, which will open up a lot of possibilities.  Software rendering gives us a lot of options for features which were never possible when we were restricted to hardware.</p>
<p>Don&#8217;t forget &#8211; there have been a number of advancements in tertiary fields that audio is benefiting from &#8211; one example is the proliferation of excellent compression codes, some even license-free such as Ogg Vorbis.  We can now squeeze an insane amount of audio into a relatively small space.  And naturally, we benefit from ever-increasing memory budgets of newer platforms / storage mediums as well.</p>
<p>It&#8217;s not as bleak as you make it out to be.  I&#8217;ve been programming audio for games the last 10 years, and saying there&#8217;s been no breakthroughs for the last ten years is perhaps correct, but it&#8217;s incorrect to think there hasn&#8217;t been steady advancement in the field.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Vizeroth</title>
		<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/comment-page-1/#comment-85812</link>
		<dc:creator>Vizeroth</dc:creator>
		<pubDate>Fri, 05 Sep 2008 17:44:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2449#comment-85812</guid>
		<description>I think that PC game sound has really been held back by the stranglehold Creative has maintained on the sound card market. Certainly the on-board sound chips have gotten better without much interference, but the loss of the Aureal sound chips and A3D sound has been really detrimental to the soundscape of modern PC games. Half-Life on Aureal gave you nearly perfect audio cues for directional sound, while Creative&#039;s EAX just made everything sound like a smear. Creative&#039;s SoundBlaster cards have gotten better, but not at a significant pace. The basic technology of in-game audio hasn&#039;t seen any real breakthroughs in almost 10 years, while the rest of the PC platform has rocketed ahead and brought us more of everything in 3D graphics.

On the other hand, there isn&#039;t a lot of demand out there, either, as most people use poor speakers on their PCs and turn off audio features because so many sound cards rely on the CPU to do the heavy lifting for them. Game developers often leave the soundscape of their games to a small team (of 1 in many cases) that isn&#039;t given much consideration when the fundamental technologies are chosen for the game, binding their hands in terms of what they can do.</description>
		<content:encoded><![CDATA[<p>I think that PC game sound has really been held back by the stranglehold Creative has maintained on the sound card market. Certainly the on-board sound chips have gotten better without much interference, but the loss of the Aureal sound chips and A3D sound has been really detrimental to the soundscape of modern PC games. Half-Life on Aureal gave you nearly perfect audio cues for directional sound, while Creative&#8217;s EAX just made everything sound like a smear. Creative&#8217;s SoundBlaster cards have gotten better, but not at a significant pace. The basic technology of in-game audio hasn&#8217;t seen any real breakthroughs in almost 10 years, while the rest of the PC platform has rocketed ahead and brought us more of everything in 3D graphics.</p>
<p>On the other hand, there isn&#8217;t a lot of demand out there, either, as most people use poor speakers on their PCs and turn off audio features because so many sound cards rely on the CPU to do the heavy lifting for them. Game developers often leave the soundscape of their games to a small team (of 1 in many cases) that isn&#8217;t given much consideration when the fundamental technologies are chosen for the game, binding their hands in terms of what they can do.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Crispy</title>
		<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/comment-page-1/#comment-85749</link>
		<dc:creator>Crispy</dc:creator>
		<pubDate>Fri, 05 Sep 2008 16:08:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2449#comment-85749</guid>
		<description>Rob W makes a very valid point.

Even if this piece was first written for print, it only makes sense to support it with some audio now it has a new home on the internet.</description>
		<content:encoded><![CDATA[<p>Rob W makes a very valid point.</p>
<p>Even if this piece was first written for print, it only makes sense to support it with some audio now it has a new home on the internet.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kenny</title>
		<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/comment-page-1/#comment-85683</link>
		<dc:creator>Kenny</dc:creator>
		<pubDate>Fri, 05 Sep 2008 13:39:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2449#comment-85683</guid>
		<description>I know, I know. Just grumbling.

I&#039;d rather people thought of sound design as an area of design rather than as a purely technical persuit, and in that regard what you&#039;ve written is a breath of fresh air.</description>
		<content:encoded><![CDATA[<p>I know, I know. Just grumbling.</p>
<p>I&#8217;d rather people thought of sound design as an area of design rather than as a purely technical persuit, and in that regard what you&#8217;ve written is a breath of fresh air.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: roryok</title>
		<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/comment-page-1/#comment-85670</link>
		<dc:creator>roryok</dc:creator>
		<pubDate>Fri, 05 Sep 2008 12:59:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2449#comment-85670</guid>
		<description>gun noises are very important in any gun based game. I can remember being hugely disappointed at the SNES port of jungle strike because they changed the chain gun noise from the bowel shattering low thunk-thunk-thunk to the original desert strike effect that sounded like someone spitting into a tin can.</description>
		<content:encoded><![CDATA[<p>gun noises are very important in any gun based game. I can remember being hugely disappointed at the SNES port of jungle strike because they changed the chain gun noise from the bowel shattering low thunk-thunk-thunk to the original desert strike effect that sounded like someone spitting into a tin can.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: monkeymonster</title>
		<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/comment-page-1/#comment-85659</link>
		<dc:creator>monkeymonster</dc:creator>
		<pubDate>Fri, 05 Sep 2008 12:44:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2449#comment-85659</guid>
		<description>The female voice in TF2 as she manically screams your final points is about to be captured - Priceless.  The recent updates to make both the normal flame and backburner sound different and immediately recognisable, along with sasha and natasha.  Never would I have thought to select a gun purely for the noise its makes but natasha&#039;s low level buzz/hum/growl is a joy to the aural senses.

Playing HL2 again atm, the music is so immersive and while many games do the whole - change beat, volume etc when you encounter new/dangerous scenario&#039;s valve have hit this so perfectly in the hl2 games its uncanny.</description>
		<content:encoded><![CDATA[<p>The female voice in TF2 as she manically screams your final points is about to be captured &#8211; Priceless.  The recent updates to make both the normal flame and backburner sound different and immediately recognisable, along with sasha and natasha.  Never would I have thought to select a gun purely for the noise its makes but natasha&#8217;s low level buzz/hum/growl is a joy to the aural senses.</p>
<p>Playing HL2 again atm, the music is so immersive and while many games do the whole &#8211; change beat, volume etc when you encounter new/dangerous scenario&#8217;s valve have hit this so perfectly in the hl2 games its uncanny.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jim Rossignol</title>
		<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/comment-page-1/#comment-85633</link>
		<dc:creator>Jim Rossignol</dc:creator>
		<pubDate>Fri, 05 Sep 2008 12:08:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2449#comment-85633</guid>
		<description>Kenny - you are right, of course. I&#039;m not sure that the distinction would be particularly useful for the general audience this piece is intended for, however. The distinction here is more about how, as an area of design, there are distinct problems apart from mechanical game design, and visual design.</description>
		<content:encoded><![CDATA[<p>Kenny &#8211; you are right, of course. I&#8217;m not sure that the distinction would be particularly useful for the general audience this piece is intended for, however. The distinction here is more about how, as an area of design, there are distinct problems apart from mechanical game design, and visual design.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kenny</title>
		<link>http://www.rockpapershotgun.com/2008/09/04/the-state-of-game-audio/comment-page-1/#comment-85629</link>
		<dc:creator>Kenny</dc:creator>
		<pubDate>Fri, 05 Sep 2008 12:04:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2449#comment-85629</guid>
		<description>Jim - you consistently mis-used the term &#039;sound design&#039; throughout your piece. Interestingly, you misused it in a way I haven&#039;t seen or heard before.

The most common mis-use of the term is to use it as a synonym for &#039;sound effects editing&#039; which primarily comes about through the assumption that it is concerned with &#039;designing sounds&#039;. This is reinforced by the misunderstanding that well known sound designers, such as Ben Burtt of Star Wars and Wall.E fame, are called sound designers because they &#039;design sounds&#039; (and indeed they do, but that&#039;s not why they&#039;re called sound designers, as one can see from the mix of sound designers and sound effects editors in the credits of the  projects they&#039;ve worked on) which is rather hard to escape from when all you can hear when Burtt&#039;s name is mentioned is the sound of light sabres. This is confounded by the fact that there are actually so-called “Sound Designers” for hire who specialise in recording and creating unique sounds.

You&#039;ve used the term in a holistic way, which is a lot closer to the truth (you clearly &#039;get it&#039;), but you&#039;ve used it to encapsulate sound and music which isn&#039;t right. You could argue that sound is a good umbrella term what with music being a special subcategory of sound, but then you&#039;re left with no word to describe those sounds that aren&#039;t music. The convention is to take the term &#039;audio&#039; and use it as an umbrella term for sound and music. So, in the main your piece should be full of talk of “audio design” not “sound design”.

What you&#039;ve written is akin to using &#039;composition&#039; to encapsulate &#039;sound design&#039; and &#039;scoring with music&#039; – it&#039;s a nice interpretation but incorrect none the less. Apologies for being anal :)</description>
		<content:encoded><![CDATA[<p>Jim &#8211; you consistently mis-used the term &#8217;sound design&#8217; throughout your piece. Interestingly, you misused it in a way I haven&#8217;t seen or heard before.</p>
<p>The most common mis-use of the term is to use it as a synonym for &#8217;sound effects editing&#8217; which primarily comes about through the assumption that it is concerned with &#8216;designing sounds&#8217;. This is reinforced by the misunderstanding that well known sound designers, such as Ben Burtt of Star Wars and Wall.E fame, are called sound designers because they &#8216;design sounds&#8217; (and indeed they do, but that&#8217;s not why they&#8217;re called sound designers, as one can see from the mix of sound designers and sound effects editors in the credits of the  projects they&#8217;ve worked on) which is rather hard to escape from when all you can hear when Burtt&#8217;s name is mentioned is the sound of light sabres. This is confounded by the fact that there are actually so-called “Sound Designers” for hire who specialise in recording and creating unique sounds.</p>
<p>You&#8217;ve used the term in a holistic way, which is a lot closer to the truth (you clearly &#8216;get it&#8217;), but you&#8217;ve used it to encapsulate sound and music which isn&#8217;t right. You could argue that sound is a good umbrella term what with music being a special subcategory of sound, but then you&#8217;re left with no word to describe those sounds that aren&#8217;t music. The convention is to take the term &#8216;audio&#8217; and use it as an umbrella term for sound and music. So, in the main your piece should be full of talk of “audio design” not “sound design”.</p>
<p>What you&#8217;ve written is akin to using &#8216;composition&#8217; to encapsulate &#8217;sound design&#8217; and &#8217;scoring with music&#8217; – it&#8217;s a nice interpretation but incorrect none the less. Apologies for being anal :)</p>
]]></content:encoded>
	</item>
</channel>
</rss>

<!-- Dynamic page generated in 0.167 seconds. -->
<!-- Cached page generated by WP-Super-Cache on 2009-11-08 14:17:57 -->
