GDC2009 : OnLive, real or not ?

March 30, 2009 in Audio Culture, Audio Industry, Audio Product, Video Games, Video Games Culture, Video Games Industry

More informations : http://www.onlive.com
Gamespot topic : http://www.gamespot.com/news/6206742.html
Gamasutra topic : http://www.gamasutra.com/php-bin/news_index.php?story=22875

Audiokinetic Announces SoundSeed Air

March 26, 2009 in Audio, Audio Culture, Audio Product, Corporate, Games Audio, LinkedIn, Video Games, Video Games Industry

soundseed_130x130_pic3New SoundSeed module will generate wind and “swoosh” sounds


San Francisco, CA, USA. – March 25, 2008 – Today at the Game Developers Conference, Audiokinetic Inc., the leading audio solution provider for the video game industry, unveiled SoundSeed Air, the new module of the SoundSeed product family.

SoundSeed is a family of interactive sound generators for game audio. It uses innovative digital sound processing (DSP) technology to create varied, hence highly immersive, audio environments, while keeping runtime memory usage and recording costs at a minimum.

SoundSeed Air is the latest addition to the SoundSeed family. This new module involves two source plug-ins. The first one is called “Wind” and generates dynamic and never-repeating ambiances while the second one, “Swoosh” produces short air displacement effects such as sword slashing or dragon wings flaps.

As SoundSeed Air is a pure parametric synthesis technology it does not require wave files and it has the potential to produce hours of none-repeating ambiances using virtually no runtime memory.

“Create products like SoundSeed is really exciting,” commented Jacques Deveau, Program Manager, Audiokinetic. “We develop cutting-edge technology while contributing to push the limits of game audio. This is very rewarding, and we definitely want to remain the key innovators of the industry.”

The prototype of SoundSeed Air is available for demos at GDC. The product will be released later this year.

About SoundSeed Impact

The first SoundSeed module, SoundSeed Impact, allows to generate variations of resonant impact sounds such as footsteps, bells or sword clings, by re-synthesizing resonances extracted from original wave files. It was released in last November, and it is already being used in production by a few studios.

About Audiokinetic

Audiokinetic provides powerful and flexible audio solutions for the video game industry. Wwise, our award winning, audio pipeline solution, is setting new standards in audio production. This cost-efficient middleware increases productivity and simplifies the development process, giving game developers the flexibility, toolsets, and workflow necessary to dramatically advance the gaming experience.

Audiokinetic is headquartered in Montreal, QC, Canada. www.audiokinetic.com

Audiokinetic unveils new partnership with McDSP

March 26, 2009 in Audio, Audio Culture, Audio Industry, Audio Product, Corporate, Fun, Games Audio, LinkedIn, Video Games, Video Games Industry

Logo Audiokinetic

New effect plug-ins to be available for Wwise

San Francisco, CA, USA. – March 25, 2008 – Audiokinetic Inc. and McDSP announced today that they have entered a technical partnership. As part of this agreement, McDSP will develop plug-ins for Wwise, Audiokinetic’s audio pipeline solution.

Audiokinetic is the leading audio solution provider for the video game industry. Its flagship product, Wwise, revolutionizes the traditional game audio development process and allows users to audit, profile, and modify sounds in real-time within the game itself.

McDSP, a California-based software company, has been providing high-quality effect plug-ins for the last 10 years. Products like ML4000 (Multi-band Dynamics and Mastering Limiter) and Revolver (Flexible Convolution Reverb) reflect the company’s reputation of excellence, and have won several industry awards. Until now, McDSP plug-ins were available for Pro Tools only, and targeted the film and music industry.

As part of the partnership with Audiokinetic, McDSP will provide Wwise users with a selection of effect plug-ins, which will be accessible directly in Wwise’s user interface. Details about the plug-ins that will be available, as well as licensing particulars will be made public shortly; the plug-ins will be available in Wwise later in 2009.

”McDSP is delighted to deliver high quality real-time audio effects to the gaming market via the Wwise platform”, said Colin McDowell, McDSP’s founder and CTO. “The growth of the Wwise customer base is impressive, and we’re pleased to be a part of this new generation of audio capabilities for games.”

This new partnership fully supports Audiokinetic’s long term vision and strategy. “We want Wwise to become a comprehensive platform for sound design,” said Simon Ashby, VP Products Strategy, Audiokinetic. “Eventually, Wwise will be enhanced with a series of partners’ plug-ins, and will interface with tools that share its mission: create better audio for games.”

http://www.audiokinetic.com

FMOD Ex 4.24 and FMOD Designer 4.25 are out!

March 20, 2009 in Non classé, Uncategorized

logo_fmodexThis new update of the FMOD Ex API and FMOD Designer brings new features and updates, including the new granular synthesis support, Neural THX downmixing support and improved performance of channel groups and reverb.

FMOD 4.24 Stable Updates:

Added .kar support (karaoke files)
[wii] Added support for stereo 3d hardware sounds.
[ps2/psp] Added support for hardware accelerated .XM playback.
[win/mac/linux/solaris/ps3] – Added FMOD_INIT_NEURALTHX to enable use of Neural THX downmixer from 7.1 if speakermode is set to FMOD_SPEAKERMODE_STEREO or FMOD_SPEAKERMODE_5POINT1.
[wii/360/ps3] Added ability to iniitialize fmod without initializing output so other sound APIs/moviplayers can initialize output first.
Significant speed increase in software mixing engine with channelgroups and reverb, will be most noticable wih event system projects in 7.1 and 5.1 (8×8 and 6×6 pan matrices).
Added support for ‘simple event instane pools’ to specify the number of instances to create in a pool that all simple events will use. Saves memory over the old “Max playbacks” method.

FMOD 4.25 Designer Updates:

Added granular synthesis support! – Sound instance “Wait for previous” mode is now sample-accurate so sounds are stitched together seamlessly.
New FMOD Delay DSP effect.
Improve event template support.
Added GUID support to FMOD Designer and API so user can get events by GUID instead of name/index.
Improved FMOD Music Player app – including support for 16 channel wave data.

Visit www.fmod.org for all the latest updates!

GameDaily : Unity 2.5 Hits Windows

March 18, 2009 in Audio Culture, Audio Product, Non classé, Uncategorized, Video Games, Video Games Industry

unityNot only does this development platform work with all relevant versions of Windows, it also operates under Mac OS X.

Unity Technologies today announced the availability of Unity 2.5 for Windows. This development platform is compatible with Windows Vista, XP and 2000 and offers compatibility for Mac OS X. Additionally, Unity 2.5 allows for cross-platform development on both Mac and Windows.

“Starting today, Windows users can finally get their hands on our baby that has been generating an incredible amount of excitement,” said David Helgason, CEO of Unity Technologies. “Unity has been used to create dozens of hit games and is already being used by thousands of developers on the Mac, and we have huge expectations of how far we and our community can go.”

JV.com : vidéo du Mage de Dungeon Party

March 18, 2009 in Audio Culture, Audio Product, Corporate, LinkedIn, Non classé, Uncategorized, Video Games, Video Games Industry

Captation de son multicanal au Parc des Princes

March 18, 2009 in Audio, Audio Product, Corporate, Games Audio, LinkedIn, Non classé, Uncategorized, Video Games Industry

Dans le cadre d’un projet de jeu, nous avons effectué une captation de son multicanal au Parc des princes lors de la rencontre PSG – Sochaux.

Au programme:

  • Captation Ambisonique, avec un DPA4 et un Cantar-X
  • Captation 5.1 avec le prototype du DPA 5100 et un Sound Device 788T

pic_sd_parc_des_princes_set

Les résultats sont assez bluffant, et la restitution de l’espace est très intéressante avec les deux systèmes !


D’un côté, la simplicité d’utilisation et de mise en œuvre du DPA5100, qui produit les 6 canaux discrets  (Front Left, Center, Front Right, Rear Left, Rear Right, LFE) directement exploitables en mixage, de l’autre le DP4 qui produit 4 canaux discrets (Up Front, Up Rear, Bottom Left, Bottom Right) qui ne sont pas directement exploitables, mais couvrant l’ensemble de l’espace grâce à la disposition des capsules.
Cette disposition permet donc, à postériori des prises, une restitution de l’espace à la demande, le désavantage résidant dans la post-production nécessaire à l’exploitation de ces 4 canaux avant de restituer une image sonore cohérente.

L’expérience fut très enrichissante et demande à être renouvelée le plus souvent possible ! Le gain, en terme de qualité de rendu, de réalisme, est indéniable, et il est intéressant d’observer la prise de conscience collective de l’industrie du jeu quant à la nécessité de prises de sons de qualité.
2009-01-18_psg_virage_web

Merci à DPA, Euphonia, et Tapages pour leur soutien logistique !

Merci au PSG pour l’accès à la pelouse, la disponibilité de son équipe, et l’ambiance du Parc !

Voici un petit extrait stéréo : Psg-Sochaux Ping-Pong Tribune Auteuil – Boulogne

2009-01-18_psg_panoramique_web

My Baby in Edge Online

March 17, 2009 in Audio Product, Corporate, Video Games Industry

Here is a really good news from Edge Online.

Source : http://www.edge-online.com/news/my-baby-pulls-through-southpeak

SouthPeak Interactive on Wednesday revealed a rise in revenues and net income for the December quarter, thanks in part to My Baby.

Boy and girl versions of My Baby, a baby-raising sim, launched for Nintendo DS in October, driving SouthPeak revenues to $17.3 million for the quarter, up from $4.2 million a year ago.

Net income was $1.2 million, up from $281K a year prior.

CEO Melanie Mroz said in a statement, “In particular, we had overwhelming demand for My Baby, which exceeded our expectations and was one of the best selling Nintendo DS titles this holiday season.”

fun : Chewbacca is a door

March 4, 2009 in Audio, Audio Culture, Fun, LinkedIn, Test