A good example of exterior samples played in-game with a Doppler effect & then without.

 

 

 

 

 

This is a SMartAnimator File.

You need the Analog Devices SoundMAX SMartTools SDK.

www.audioforgames.com

 

 

 

 

 

From the short film

'THE PAPER WALL'

By Kim Gelvin

haunting & touching 

 

 

 

Soundwave Concepts has been developing some unique techniques in  sound design for computer games and post-production: creating sound effects, atmospheric and source loops, voice-overs, musical composition, digital/analogue recording and editing in a range of audio formats. Soundwave Concepts has the experience to mix and master music and game audio to gold status in many formats including surround encoding 5.1 Dolby Digital AC-3.

Soundwave Concepts can edit and mix sound in all digital video formats such as .AVi, QuickTime, MPEG etc etc...

 

PLATFORMS:

PC, Mac, XBox & PS2

 

THE BLACK-ART OF CROSS-FADING SAMPLES:

Soundwave Concepts has mastered the art of cross-fading samples.

This technique is not new but it does take the task of modeling many complex layers of sound to new heights. This technique is an unmatched solution to modeling engines, aircraft, surfaces and ambiences etc. The result is an amazing array of lush sounds that are rich and full of natural acoustic elements. Here is an extract from a recent interview with Music 4 Games on the sound for NASCAR ® Racing Season 2002...

 In order to simulate the complex sonic character of the engine, road surface and tyre sounds, the cross fading of looped samples and one-shots was unmistakably the best solution. It was on this principal that the audio crew built one of the most effective sound systems around. The engine sound alone was made up of many layers of cross-faded samples ranging from idle to maximum RPM for both stressed and unstressed engine loads. This complex structure was also repeated as a separate set of samples for every view of the car both in-car, externally and for the AI cars.

 

ARTICLES:

At Gamasutra:

Capturing engine sounds for games...

Music & Sound Effects Gallery...

 

GEAR:

With dedicated digital audio workstations and an extensive range of professional recording, audio editing, multitrack and mastering programs, hundreds of audio editing plug-ins, softsynths, old analogue synths and a large collection of noise making instruments Soundwave Concepts is prepared for many audio solutions.

 

Soundwave Concepts has ADAT optical and digital coaxial connections between studio/audio hardware so that purity is always preserved.

 

EXPERIENCE:

With over 17 years of audio engineering experience Greg Hill, the company director who heads up the whole show, also teaches and tutors in Digital Audio/Video, Interactive Multimedia and Art & Technology at Viewbank College, Melbourne, Australia. 

 

Soundwave Concepts has recently worked with the following game developers and publishers: Bugbear, Papyrus Racing Games, Image Space Incorporated, Electronic Arts, Torus Games, nDimensional Software Pty. Ltd, HESSCi, Empire Games, Razorworks, TDK Interactive, Steel Monkeys, FreeStyle Games, Ratbags, Genki Co. Ltd, Infogrames-Melbourne House, Codemasters and West Racing. So it's great to announce that reputable companies are suitably impressed and are starting to recognise the need for good audio in their titles.

(Some titles, developers and publishers have not been disclosed due to current NDA's.)

 

COMMENTS:

 

"Working with you has been a joy.  You delivered everything you promised...on schedule and to a high quality."

- Jeff Goodsill, General Manager, Papyrus Racing Games

 

"...your stuff is exceptional."

- Chris West, West Racing.

 

 "These are the BEST internal and external in-game sounds I've heard to date!"

- Gjon P.Camaj, Vice President, Image Space Incorporated. F1 2001 by EA

 

"You have golden ears, this is rare in the industry...a true sonic genius!"

-Nick Deanwood, Mint and co-director of Berkana Music Collective.

 

"... your engine sounds are cool, especially the F1 engine sounds...!"

- Tim Bartlett, Audio Manager, Codemasters Software

 

SOUND DESIGN & FIELD RECORDING

When a Game Developer, Publisher, Producer or Director requires a specific sound or composition, Soundwave Concepts will make it from scratch. What this means is that clients will have an affordable, custom-made sound and not a poorly recorded "generic" sound from a SFX CD. SC can record Foley and also combine and sculpt layers of existing SFX (you may even have your own) to create a wide range of unique sonic possibilities. For example: A client may want the sound of a Teleporter for a Sci-Fi situation that requires an enormous electrical field and makes the surrounding air vibrate! CLICK HERE TO HEAR THIS 

 

SC is developing a good reputation as a vehicle game/simulation sound designer due to the development of new audio sampling and digital in-car recording techniques. SC has 100's of in-car and external car recordings already archived.

 

SC also haS thousands of general sound effects ranging from quiet babbling brooks to nuclear explosions and a fascinating library of weird Sci-Fi mind-warping effects too!

 

 

For more information please contact:

 

 

 

Current NDA's not included.

 

 

 

_________

 

Blackhole Motorsports Award for Best Sound

goes to...

_________

 

AGDC award for best audio

_________

 

 

 

 

 

NOW HEAR THIS!

 

 

 

 

 

 

"EVERYTHING IS NOTHING"

BY RECORDING ARTISTS

MINT

 

CHECK  OUT THEIR MP3:

"YOU DON'T KNOW"

RECORDED, MIXED & MASTERED

AT

SOUNDWAVE CONCEPTS.

 

 

 

 

      © 1996 - 2003 Soundwave Concepts