Creating Engines In Massive (and getting them ready for implementation)

It's been a little while since the last blog post (sorry!), but today I want to show you a technique that I've personally found really useful when creating vehicle engines. This technique is probably most useful for sci-fi vehicles like spaceships and such, but if you're creative enough with it, you can take it very far! Let's get started! What we're basically going to be doing in Massive, is using a macro to act as the RPM parameter from the game. Try following along and see what you can come up with by…continue reading →

Audio Analysis: True Skate

Welcome to True Skate! Today we're taking a look at probably my favourite mobile game, True Skate! True Skate is a very simple game. You control a skateboard and use your fingers to do all sorts of tricks, while completing missions, getting high scores and so forth. I wanted to do an audio analysis of this because it's pretty simple, teaches a lot about fundamental game audio concepts and actually sounds pretty good in the process as well. True Skate is developed in Unity and as far as I can tell also uses…continue reading →

Tagg’s Anaphones

Why are we reading this? One of the best things I've read while taking my education is a small chapter from Philip Tagg's book, "Music's Meaning". The chapter is about something called Anaphones. Today is kind of a dry post compared to others I've done before, but I promise you that it will at least be interesting and at best very inspiring and helpful! Let's dig in! Now what exactly is an Anaphone? You can basically think of it as a musical analogy, where you use the language of music to create an…continue reading →

The Distance Parameter In FMOD

Today we're looking at the distance parameter within FMOD. The great thing about the distance parameter, is that it requires no code to set up and instead just requires a listener and an emitter component. What the distance parameter does, is that is checks for the distance between where the FMOD listener is and the emitter that the parameter is applied to. This lets you change a sound depending on how far away it is from you, which is pretty awesome! Heads up, I'll be using Unity to demonstrate this today. Let's get…continue reading →

How Do You Practice Game Audio?

As I've mentioned before, I come from a background as a Jazz guitarist. Getting good at playing jazz requires a lot of discipline, detailed practice regiments and lots of playing the same thing over and over and over and over... I would spent hours playing the same scales and arpeggios and then finally fitting them into a solo. Hours playing the same chords, improvising over the same chord progressions and so forth. When I turned over to doing music composition and then finally sound design for video games, I had a really hard…continue reading →

Making A Heartbeat Sound Effect

Today we're looking at creating a sound effect that is used in all sorts of games, namely the sound of a heartbeat. The process is super simple and can of course be altered a lot of ways but use this as a starting point and come up with your own variations. Let's do this! A Kick When looking for sources to create a heartbeat, my mind usually goes towards drums, more specifically the kick drum to give it that low end that you need. Instead of going out and sampling one, let's create…continue reading →

Single, Multi & Event Instruments In FMOD

Introduction In today's lesson, we're looking at the three most essential instruments in FMOD, namely the "Single", "Multi" and "Event" instruments. These are the most used instruments in FMOD and will carry you a long way! If you come from Wwise, instruments are basically the same thing as containers, although they behave differently in certain aspects. Let's get started! The Single Instrument First things first, I've made three events in the hierarchy, one for each of the instruments we're going to be looking at. These are 2D events, but could just as easily…continue reading →

How To Make A Dragon Roar With Your Own Voice

Results Will Vary! As with anything as unique as our voices, the results of what I'm going to show you today will of course vary a lot depending on what types of voices you are able to do and what kind of voice you have in general. Don't be discouraged by this, but be inspired instead! Know that you have an extremely unique instrument built right into your body, use it! The Recording Dragons are usually pretty big and we need to take this into account when recording our voices. The simplest way…continue reading →

Setting Up Reverb Zones In Unity With Wwise

Today we're looking at reverb zones and how to set them up in unity using Wwise. Reverb zones are an extremely important part of game audio, as these are what really makes a space become "real". When you've set up multiple different reverb zones for multiple different areas in a level, immersion is sure to be increased, since you can hear the acoustic differences of each environment. Let's take a look at how to achieve this effect! Wwise Things First! The first thing I did, was to make a random container with footsteps…continue reading →

Think Bigger With Your Emitters

Aha! Today we're looking at 3D audio emitters and how to creatively use them on large objects. When I first learned this, it was a huge "AHA!" moment for me and instantly sparked tons of ideas of how to use emitters in the future. So I hope it will do the same for you. We are going to be using Unity and FMOD for our example today, so if you don't know those, try to follow along and learn some new stuff about those as well. The Basic Idea Take a look at…continue reading →