Simon Irving-James
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The folks at Valley Haunted House used one of my Hollow Oak Audio items and were kind enough to link me with the trailer they used it on. It’s very rare that you see or hear where your Audio Jungle items end up, so it’s great to see a finished product!
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In my last post I explained how to attach an FMOD_StudioEventEmitter component to a game object, then, play it by adding a short line of code to the relevant script. Another method of playing FMOD events is attaching them to animations, this allows for much greater control with the ability to trigger sounds at any point
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After a lot of trial and error, tutorials and trouble shooting I managed to get my first FMOD & Unity integration project working using the Space Shooter complete project from the Unity Asset Store. Implementation The Space Shooter complete project comes with sound already in game using the Unity audio engine. The sounds are all basically
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This week I decided it was time to get my hands dirty and get to grips with Wwise. Reading through forum posts and various subreddits, whenever someone asks which implementation software they should learn theres nearly always a resounding answer of “ALL OF THEM”. I’ve had a play about with FMOD in the past but
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For those of you who’ve never heard of The Sound Collectors’ Club, at its core it’s a hybrid of crowd sourcing and community based sharing of
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A short while back I stumbled on a tweet from a fellow Sound Designer Jef Aerts. As the title shows, Jef had the great idea of building a crowd-sourced sound library of probably one of the most well known sound effects (you’d probably recognise it even if you didn’t know it by name), the Wilhelm
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So, it turns out that the best time to record the sound of an empty passenger train is in the early hours of an Easter Sunday morning. Free from the noise pollution of hyped up geordies gobbing off about the match, I was able to get a nice clean recording.