Sound Safari #001 – Draining Water

I was walking the dog yesterday when suddely i was hearing this loud water stream. It sounded pretty gritty and interesting so I stopped and recorded it. Not much later I found another good spot, the sewage drain right next to it. And a bit off, a great little diesel pump or aggregate. I’ve put …

The Bug Tracing Commandments or Questions you should ask yourself when it doesn’t work.

A Work in Progress, notes i’ve made for myself that I look at when something isn’t working right. I use this to make sure I am not missing something obvious. And it will give me a new strategy to look at the bug. Are you missing something obvious? What does my content do? How is …

Citer – Arne van den Berg

Citer Computer Music 2010 from Arne van den Berg on Vimeo. The idea is to make Computer-music with an analogue output and a live, visual performance. In history we have seen mechanical instruments like the pianola or the barrel organ and composers (Xenakis) who generate their scores with the use of the computer, which were …

Game Audio Podcast #4 launched

Because of some tech. difficulties it toke a long time before we got to release episode 4. It was also cut substantially unfortunatly. However I think its a valuable discussion of the current state of procudurally generated sound in video games. Damian also released a great collection of related links And he wrote a very …

Creating the sounds of Halo: Reach & debug info rant.

“HALO: REACH” Game Audio Profile from Michael Coleman on Vimeo. Nice little docu on the audio work for Halo: Reach. What keeps surprising me is that debug info is always on the game screen. For some reason this bugs me, especially these days where tools are connected to the game and you are seeing your …