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San Francisco Federal Building#architecture #catwalk #alley #straight #cold #modernism #photooftheday #walk #walkway #path#corridor #fixed #building #architecture #pointperspective #functionalism #modernism #landscape #building

Game Design and Architecture are fundamentally similar. Both strive to balance design and utility with narrative and charm.

I seem to be obsessed with Architecture these days. I seems to be a obsessed with Instagram these days. I must admit though one kind of feeds the other… It all started when designing sounds for the Raid Boss monster on The Secret World.

The concept of what makes something colossal actually feel massive. Visually you think shadows and lighting. A big building will create huge shadows, a long corridor will have a far point perspective. The audio representation of size is usually created with reverb, delays and frequency response. For this monster I found myself using a lot of tricks to fool the ear, using harmonics and attenuating other sounds for clarity. With a battle containing 10 players you’re competing with a lot of sounds! All that to say I started using architecture as inspiration.

Soundscapes, SPL and Standards

Was talking with a workmate earlier about environment sounds and why urban planners don’t spend more time designing our cities soundscapes. Perhaps stricter laws need to be enforced for SPL (sound pressure level) outdoors and not just in the workplace. A quick look at the Canadian laws regarding SPL: Levels of Sound – Canada Occupational Health and Safety Regulations, Part VII.

And from the Canadian Centre for Occupational Health and Safety: “Sound is what we hear. Noise is unwanted sound. The difference between sound and noise depends upon the listener and the circumstances.” Great quote!!

If you have an interest in the affects of SPL in the workplace, education establishments and cities make to check out Julian Treasure’s TED talk below on encouraging designers to focus more on SOUND.

Who Are We Catering To?

* This was first published on CreatingSound.com and was edited by Ariel Gross

I had the opportunity to attend GDC this year and to meet some of the people behind the games I play and consider references. I got to pick at their brains and get details about their approach.

One thing they all shared was the need to push the boundaries, refine the processes, or further advance their toolsets. The conversations usually involved a technical challenge, followed by some sort of solution. Some of the solutions were temporary while others were more permanent. The process of constant iteration and improving the pipelines was to achieve the goal of creating a better product and to create a more immersive experience. But to the end user, what does that all mean?

What happens under the hood is a mystery. Even between departments it is sometimes difficult to fully understand what’s going on. Of course, players might understand the concepts of reverb, asset variations, and interactive music, but what really matters to them is what it sounds like.

That’s why some games just work. It’s because they’re designed for the player. They’re not created to be played exclusively by other developers and lost in a jargon of technical approaches. They’re intuitive. They’re challenging, but easy to understand, making the player’s progress fun. That comparison can be seen everywhere, and a good (but extreme) example is architectural functionalism. The core concept is this: Does the design serve it’s purpose?

Who do you design for? The designing process involves me thinking about the player. How will he or she interact, or interpret what they hear; is it clear? There is a part of me that also thinks of how my colleagues will hear it. To create something my peers can enjoy and analyze often helps push the product even further. However, when taken too literally, this can lead to the demise of the design.

When we think next-gen, we think more versatile tools, a more dynamic mix, more variations, more access to gameplay elements. Well, maybe, and I assume this list won’t harm the experience, but what truly makes a great sounding game for the player? I wish I had the answer. Hell, what it sounds like to me depends on so much, time of day, my mood, the listening environment… I don’t think there is just one answer, but i’ll throw one out there and see how it sticks.

Transparency. We prototype, design, and master, constantly refining our toolsets, all while compromising to fit within our technical limitations. All of that just to make things work, but the real challenge is in making it seamless, unnoticeable… as in nobody noticed it. This brings me back to the title question: Who are we catering to? Let’s not forget that.

Ice Ice Maybe?!

Recorded some ice that had accumulated in my freezer (I may have added a bit of water as well!). Has a really nice dry and crispy sound to it. Download, tweak and enjoy!

Specs:
Mono 24bit / 96KHz
Fostex FR2
Rode NTG3

Tutorial: How to Configure Schoeps Double MS Plug-In in Cubase and Nuendo

I decided to write a quick guide to help you get set up with Schoeps Double MS Tool plug-in in Cubase and Nuendo. The only guide I found was in German and our ol’ pal Google provided me with a confusing translation. However thanks to my German friend Daniel, “Front: Nach ganz link” became “Front: To the far left” and not “Front: link to the whole”. Let’s get started!

Download and install the Double MS Tool for VST Windows/Mac here.

1) Launch Nuendo or Cubase
2) Create an empty Project
3) Add three mono audio tracks in the project
(to keep things simple name the tracks as front, side, rear)
4) Import the files into the appropriate tracks
5) Add a Group 5.1 track and route the Group track to your 5.1 output (if you don’t have a 5.1 output create one from the VST Connections or F4)
6) Route the mono tracks to the 5.1 group and configure the individual channels
as follows (also refer to the images below):
Front: To the far left
Side: To the far right
Rear: Center
7) Insert the Schoeps Double-M / S Tool BF plug-in in the 5.1 group track.
8) Now test out your configuration. Schoeps provides audio samples of outdoor ambiences, concert recordings and a couple test signals. Check them out here.  A good starting point is the Double M/S Test signal: sine bursts reproduced clockwise between 0° and 360°.
9) Enjoy

Channel Configuration

Channel Configuration

*** For Double MS recording tips and techniques make sure to check out these blogs:

Rene Coronado – Quad and Dual MS Technique

Tim Nielsen – MS Recording via DesigningSound

Brian Gilbert – Double MS Technique

Hauptmikrofon – Berlin Ambience Techniques

Schoeps – Double MS Plug-In Overview

Soundifying an Animation Test

It’s the little things
This week I had the chance to do a sound pass on one my colleagues animation demo. Shane Oakes a talented animator from the land of vegemite and roo burgers created this using Maya. You can check out the rest of his work here.

A return to the basics is sometimes needed. Strip away the fat to create something simple and to the point! Would love to make this character speak :) Enjoy!!

Building a Custom Audio PC

I started working on a project that required HD video and some some heavy audio processing. Seeing that I’ve built a few custom pc’s in the past, I didn’t hesitate to jump right in and begin my research. My budget was $1500 (Canadian dollars) taxes in, I knew it would be tight, but definitely feasible.

Unfortunately nothing was salvageable from my last builds, time goes by fast in the tech industry and as they say… your computer is only as strong as it’s weakest component. To begin here’s a breakdown of the parts I would need:

 

 

  1. Processor
  2. Motherboard
  3. GPU (video card)
  4. RAM
  5. Hard drives
  6. Case
  7. Operating system
  8. DVD drive

[Processor] I started by researching the type of processor I wanted to go with, because some of the following parts depend on this for compatibility. The new generation of Intel-core Sandy and Ivy bridge seemed like the way to go in terms of performance with quad core processing you can’t really go wrong. I’m not one to overclock the hell out of my components, so I wanted something strong out of the box and would require the least amount fiddling. At the time of purchase the Intel i7 3770 fit the specs for the price I wanted.  Some specs: (For full specs click here)

  • Intel i7 3770 – Ivy Bridge
  • Max clock speed of 3.4 GHz
  • 4 cores
  • 8 threads
  • 8 MB cache/smart cache
  • 1155 Socket compatibility
  • 32 GB Max memory

The 3770K version was a bit more expensive, but allows for heavy overclocking.

[Motherboard] Next up the board and with an Ivy bridge the Z77 platform seemed the way to go. I opted for the ASUS P8Z77-V LX due to it’s recommended 1155 socket compatibility with the above 3770 processor. It’s known as a budget board that can outperform mobo’s in in more expensive categories and allows for some overclocking to maximize performance. My only criteria was a PCI 2.0 expansion slot for an RME HDSP system and it had 3. This would connect via firewire to an RME Hammerfall DSP Multiface.
Specification short list (For full specs click here)
  • Z77 Intel chipset
  • 4 x DIMM, 32 GB, DDR3 MHz memory
  • 4 x USB 3.0 ports, 10 x USB 2.0 ports
  • Supports Intel Turbo Boost Technology 2
  • Realtek® ALC887 8-Channel High Definition Audio CODEC
  • ASUS Fan Xpert+, ASUS Quiet Thermal Solution
  • 1 x PCIe 3.0/2.0 x16, 1 x PCIe 2.0 x16 , 2 x PCIe 2.0 x1, 3 x PCI Expansion slots
  • 2 x SATA 6Gb/s ports, 4 x SATA 3Gb/s ports Support Raid 0, 1, 5, 10 Storage
[GPU] I wanted something that can handle HD video editing and as well as high resolution gaming. The EVGA GTW 560 Ti had both options covered with CUDA core architecture, great overall specs and performance reviews. (For full specs click here)
  • Dual DVI connectors and 1 HDMI mini
  • 2 Monitors supported
  • 2560 x 1600 Maximum resolution
  • PCI Express 2.0 interface
  • GDDR5 memory type
  • 1024 MB memory
  • 384 stream processor
[RAM] I’ll be honest when it comes to RAM so many companies produce a solid product with similar specs, making a choice is tough. I relied on the recommendation of the Videoguys DIY9 build guide. They speak highly of the G. Skill RipjawsZ, so I coped 4 x 4GB, DDR3 1600 MHz RAM. Includes lifetime warranty, 240-pin DIMM, Intel XMP certified. (Full full specs click here)

 

[Drives] I’ve been hearing fantastic things about SSD drives and the advantages it brings to your OS speed. This was a logical choice and is honestly quite impressive between boot time and launching applications. OCZ vertex had a great price for an SSD 128 GB, without hesitation I bought it. Here are some quick specs (For full specs click here):
  • SATA III / 6Gbps (backwards compatible with SATA II / 3Gbps) Interface
  • Up to 1GB DRAM cache
  • NAND Controller: Indilinx Everest 2
  • 5 years parts and labor limited warranty
Also grabbed a Seagate SATA III 2TB as my media drives. I use this for storing anything media related, audio libraries, audio sessions, itunes library, photos, etc. Everything a part from the actual applications.
[Case] This is one of the more important components, not in terms of performance, but how well it diffuses and absorbs sound. Looking for a reasonably priced silent case is tough, as audio enthusiasts our impression of quiet may be different from manufacturers. There are many companies that claim silent but leave much to be desired. The Coolmaster silencio 550 had excellent reviews and includes some nice features. The side panels include acoustic foam covering up the large surface. I tested the loudness after the build and my room came it at 33 dBA, not too bad. Top of the case contains 2 x USB (2.0, 3.0), line-out, SD card, power and reset button.  (For full specs click here)

[Power supply] I received a lot of tips for power supplies some that suggested up to 800W of power, which is a bit of overkill in my opinion. Based on my system I was probably going to pull no more than 400W. Being a fan of Antec products I picked up the Antec Earthwatts platinum 550W. (For full specs click here)
  • ATX12V / EPS12V type
  • 24Pin main connector
  • 5 SATA connectors
  • SLI Ready
  • Not modular

[DVD] Now a days it seems a bit ridiculous to buy a DVD drive, but good to have around especially for OS installation and old programs. Picked up an LG for $15.

[OS] Seeing that I don’t plan on upgrading to more than 16 GB of RAM the need for Windows Pro isn’t a requirement. That said, i’m sporting Windows 7 home 64 bit. There are other advantages to Professional, Entreprise or Ultimate… check out the comparison chart.

This time around I had the fine folks at Canada Computers assemble it. They provided great cable management and component / bios updates (A big time saver for me). Even with this 50$ cost I ended up under budget with it totaling up at $1496 Canadian dollars taxes in. Having used the computer for over a month with varying degrees of performance there’s been very little comprise in component vs. price.  Also a big shout out to Chester at Canada Computers (the DDO store) for the great recommendations.

*** [OS Installation and Optimization] I’ve been a fan of blackviper’s configuration since XP. Always a clear and concise guide to optimizing your operating system for better performance. But be weary, I would avoid dabbling too much if you’re not familiar with this stuff. Tweak and test as you go to insure every step works seamlessly. Select your OS and begin!

Also check out Native Instruments tuning tips for audio processing. A great guide to customize your audio machine even further.

Windows 7 guide
Windows Vista
Windows XP
__________

Hope this guide helps you select your next machine or can provide optimizing tweaks to make your PC a more powerful audio station. Add any feedback you have in the comments. Enjoy!

Featured in Massively by Joystiq

Within a few hours of posting the “Making of a Monster” video, Massively (the de facto MMO blog and news site) picked it up and spread it to the masses. Thanks for sharing Jef!Massively by Joystiq Check out the post.

Where I’m From

With origin stories making their round, I figured it’s a good time to publish mine, as well as shout out those who helped along the way.

Internship @ Wave Generation in 2006

Internship @ Wave Generation in 2006

Prior to The Secret World, I had the opportunity to work at Wave Generation, an amazing game audio outsourcing company catering to anyone requiring a sound solution. I am so thankful that they took a risk and invested in a young student! What started as an internship in sound design ended with me managing my own project. Dave, Mike and Noémie (owners), allowed me to learn and grow beyond my expectations. I learned so much from Michel (sound designer), Nico (composer) and JC (mixing and recording engineer) in my time at Wave Generation. Although our relationship started off as professional, over the years we have developed a friendship and an appreciation towards each other’s work.

We have been known to still hang out regularly to talk shop and make pretentious remarks about films and games. My first duties during my internship were sound design for ringtones. Wholesalers would place orders via spreadsheets and we’d do our best to make it work. I had the opportunity to edit the original Family Guy tones and even the Death Row Records discography. Of course we had original concepts as well… like farts, lots and lots of farts.

Dyno recording for Army of Two in 2008

Dyno recording for Army of Two in 2008

Soon after I started working on game audio projects and this involved editing files, helping out with spot fx, composing and implementing. My first taste of implementation came when I was scheduled to work on “High School Musical: Makin’ The Cut” for Nintendo DS using Nitro SDK. Those were great times! I was eager to optimize every sample to make the music shine through those little speakers. Soon after, I began editing dialogue for the original Crysis. From that point on, my primary focus was working on game projects (which was part of the master plan ). I had the opportunity to do sound design on TERA, Army of Two 1 & 2. Voice casting for Far Cry 2, Deus Ex 3, Civilization V. Dialogue post-production on Mass Effect 2, Dragon Age 1 & 2 and so many other great games. Throughout my time at Wave Gen, I worked with countless teams that allowed me to build on a standard that I am proud of and continuously improving. Working with studios like Ubisoft Montreal, Eidos and Firaxis had an integral role in my growth as an intern and subsequently as a sound designer. The audio team at Bioware Edmonton taught me so much that I know today, and I can’t forget the dozens of projects Ludia and Behavior sent our way, each one more fun than the last.

After five years of working as an external solution, I decided to cross over. Funcom Games made an offer and I accepted. My mandate was to create and implement creature sounds, environments, and handle dialogue post-production on The Secret World. #TSW is an action-adventure mmorpg by Ragnar Tørnquist where you get to unravel mysteries and kill monsters. Players travel to New-York, New England, Egypt, London, Seoul, Transylvania and tons of unworldly locations. Truly a sound designer dream. Being the first batch of audio members at the Montreal studio, my colleague and I had to learn quickly as the project was in full production. Hitting the ground running is an understatement! Simon Poole, our Audio Director based out of the studio in Oslo, Norway did a fine job directing the project and showing us the ropes. This is also where many of the creative heads are located. We’d always get face-time with the talented and forward-thinking Ragnar, Martin, Joel and Rui who probably know Montreal as well as I do after this project!

With The Secret World launched and a vacation long overdue, I’m excited for what the future holds. A big Wilhelm scream for the audio community, let’s keeping pushing that envelope and see where it takes us. See you in-game.

Saba Week @ CreatingSound.com

The team over at Creating Sound dedicated a week to me filled with an article, a video diary and even receive an interview. It was an absolute pleasure and honour. To recap here are some of the topics and posts:

Making of a Monster
is a video diary I shot on how we created the sound design for the Ur Draug creature in the mmorpg, The Secret World by Funcom Games.

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