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Channel: Game Audio Relevance » Technical Sound Design
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Develop: RAD redesigns audio toolset

Tagged: Bink, Game Audio, Implementation, Miles, RAD game Tools, Technical Sound Design, Tools

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UDK: Orbiting Sound Actors

Tagged: Game Audio, Graham Gatheral, Implementation, Kismet, Scripting, Sound Actors, Technical Sound Design, UDK, Unreal

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Armless Octopus: Sound Design in Gaming: An Art Not Yet Forgotten Part 2

Tagged: Cain German, Dave Voyles, Game Audio, Game Music, George Hufnagl, Implementation, Joe Thomas Cavers, Joshua Kaplan, Stephen White, Surround, Technical Sound Design, Zack Parrish

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Sound in XNA 3.1, Part II

Tagged: audio engine, Audio Tools, Game Audio, Implementation, Technical Sound Design, Tools, Xact, XNA

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Sound in XNA 3.1, Part I

Tagged: audio engine, Audio Tools, Game Audio, Implementation, Technical Sound Design, Tools, Xact, XNA

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Unreal Engine 3: Audio System

Tagged: Epic, Game Audio, Implementation, Technical Sound Design, Tools, UDK, UE3, Unreal

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Unreal Engine 3: Mobile Audio System

Tagged: Epic, Game Audio, Implementation, Mobile, Technical Sound Design, Tools, UDK, UE3, Unreal

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Unreal Engine 3: Distance Model Attenuation

Tagged: attenuation, Epic, Game Audio, Implementation, Technical Sound Design, Tools, UDK, UE3, Unreal

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Unreal Engine 3: Dialog System

Tagged: dialogue, Epic, Game Audio, GUDS, Implementation, Technical Sound Design, Tools, UDK, UE3, Unreal

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Unreal Engine 3: Unreal Sound Cue Editor User Guide

Tagged: editor, Epic, Game Audio, Implementation, SoundCues, Technical Sound Design, Tools, UDK, UE3, Unreal

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Unreal Engine 3: Sound Actors

Tagged: ambient sound, Epic, Game Audio, Implementation, Sound Actors, Technical Sound Design, Tools, UDK, UE3, Unreal

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Unreal Engine 3: Ambient Zones

Tagged: Ambient, ambient zones, Epic, Game Audio, Implementation, occlusion, Reverb, Technical Sound Design, Tools, UDK, UE3, Unreal

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UDK: Door open/close sequence

Tagged: Game Audio, Graham Gatheral, Implementation, Kismet, Scripting, Technical Sound Design, UDK, Unreal

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UDK: Warehouse party scenario

Tagged: Game Audio, Graham Gatheral, Implementation, Kismet, Reverb Volumes, Scripting, Technical Sound Design, UDK, Unreal

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UDK: A basic Doppler effect simulation

Tagged: Doppler, Game Audio, Graham Gatheral, Implementation, Kismet, Scripting, Technical Sound Design, UDK, Unreal

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UDK: Water collisions

Tagged: Game Audio, Graham Gatheral, Implementation, Kismet, Scripting, Sound Actors, Technical Sound Design, UDK, Unreal

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Wwise: Extending the Wwise-Cube integration – Separating player/monster...

Tagged: Audio Programming, C++, Cube, footsteps, Game Audio, Graham Gatheral, Implementation, Technical Sound Design, Wwise

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Wwise: Extending the Wwise-Cube integration – Music transitions

Tagged: Audio Programming, C++, Cube, Game Audio, Graham Gatheral, Implementation, music transitions, Technical Sound Design, Wwise

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Wwise: Extending the Wwise-Cube integration – Real-Time Parameter Controls

Tagged: Audio Programming, C++, Cube, Game Audio, Graham Gatheral, Implementation, RTPCs, Technical Sound Design, Wwise

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Integrating Audio in your Game: The Wwise Approach

Tagged: Audio Programming, Game Audio, Guide, Implementation, Interactive Audio, Middleware, Technical Sound Design, Tools, Wwise

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