Reminder: Speaking at Stanford this Thursday, planning to share some sound breakdowns and discussing why biophony matters. Come for the sound, stay for the science, and watch the screening of two episodes (one of which may not be airing yet)!
Posts by DamianKastbauer
Stomping along this week: Metric - Live it Out/ Old World Underground, Sleep - The Sciences, Purity Ring - Purity Ring, Super Pattern - SPII, VSS Club - VSS Club, Ilyas Ahmed - A Dream of Another, Bad Stuff - Bad Stuff, Colleen - Libres Antes Del Final, datassette - Tanz Mit Mir
www.youtube.com/watch?v=L-57...
It's Friday, TURN IT UP! #BootsOnTheGround
18 days till Our Sonic Landscape kicks off. our sweet little #gameaudio conference here in Vancouver. who am I going to see there?
www.oursoniclandscape.com
Pleased to get the first three tracks from our upcoming release published on Bandcamp! Me and @stef-animal.bsky.social have been having fun making these for some time. Gritty, pretty psychelectronic floof.
vssclub.bandcamp.com/album/vss-cl...
“…maybe the best fritter…” !!! 🤯✨🙌
This is a chance to bring feedback about the Media Pool in Wwise and the Similar Sound Search feature next week!
👉 Join our focus groups to share your thoughts: hubs.ly/Q04bF5yZ0
Listen to the music of the cards in Divinuet, where deterministic music accompanies tarot readings 👁️🔮🎶
Wishlist on Steam now!
store.steampowered.com/app/4565530/...
One screen, two listeners 🎧👥
At #Wwise Tour Montreal 2025, Philip Eriksson and Joakim Enigk Sjöberg from the Hazelight audio team shared an intimate look at the dual-listener philosophy behind their latest game, Split Fiction.
Watch now: hubs.ly/Q0495cWC0
#GameAudio #SplitFiction #Hazelight
First listen was unsure, second listen was half-asleep and incredible. It remolded my perception of hearing. I need to revisit again soon…
✨💯✨
Spun it this morning, organ and strings breathing. Sublime! Did you try her other collab w/ Drew McDowell?
Will Eisner (onomatopoeia) Northwest Museum of Comic Arts - RING
Will Eisner (onomatopoeia) Northwest Museum of Comic Arts - BANG
Will Eisner (onomatopoeia) Northwest Museum of Comic Arts - BEEP
Will Eisner (onomatopoeia) Northwest Museum of Comic Arts - Crak
The Spirit of Will Eisner (onomatopoeia edition) @nwmoca.bsky.social Portland, OR
The boom baps: Seefeel - SolHz, Revolver - Cold Water Flat, Luke Wyland - Kuma Cover, Nico - Chelsea Girls, Daisy Rickman Howl, Smashing Pumpkins - Mellon Collie, Smith - Louder Than Bombs, His Name is Alive - Stars on ESP, Stereolab - Instant Holograms
It took too long to get here but, it's Friday...TURN IT UP!
Real, also a great example of a mobile game that is better with audio ON!
Creating a Scalable VO System in Unity Using Wwise External Sources
This week on the blog, Mason Victoria walks us through a simple setup for using #Wwise External Sources in #Unity, with a downloadable project!
👀 Give it a read: hubs.ly/Q04bnhcC0
#GameAudio @masonachu.bsky.social
From tape recordings to hymn-inspired cult themes, we caught up with BAFTA award-winning composer Wilbert Roget, to explore the haunting sounds behind Pacific Drive: Whispers in the Woods.
🗞️ Read here: www.lacedrecords.co/blogs/blog/w...
@wilbertroget.bsky.social @ironwood.bsky.social
New blog post about the sinister sounds of Pacific Drive: Whispers in The Woods.
Wow, masterclass at the intersection of #GameAudio & #GameMusic from @toddbakersounds.bsky.social - Monument Valley 3: Tonality, Playfulness and Meaningful Sonic Interaction | Wwise Tour Montreal 2025 youtu.be/RFYPhag5dl8?... ✨ @audiokinetic.bsky.social
Me talking 'very seriously' about @ustwogames.co.uk Monument Valley at MIGS last week 🧐
Such a positive few days in snowy Montreal. Thanks again to the @audiokinetic.bsky.social team for the invite and hospitality - and to everyone that gave such nice feedback and messages about the talk 🙏
In order meet our aim of developing the diversity of game audio personnel, and to widen participation in the practice, we do not think that your financial position should stop you from attending the Game Audio Symposium.
That's where our 'Access Fund' comes in!
forms.gle/BeopXLHtZWxm...
REMINDER that Game Audio Playthrough featuring the audio of Mind Diver is on for tomorrow at the Ghost Ship Games offices in Copenhagen.
Sign up here: www.meetup.com/game-audio-p...
See you tomorrow.
#gameaudio #dkgame
Our Sonic Landscape is the first game audio conference I'm organizing (along with Rachel and Em) in Vancouver. is this VanCity's first game audio con? possibly! lots of my #gameaudio community out there in the city that I know don't have tickets yet. hope I see you there.
www.oursoniclandscape.com
To all who celebrate 🥔🧀✨
This would make a fun (compensated) Technical Sound Design test for employment. Great description!
Your assignment is to import those recordings into Wwise, edit them so as to separate the long files into smaller, more meaningful units, and create roughly 20-30 different audio assets for use in a game. Then, using those assets, you are to create one event: "Forest_Ambience" that when triggered, will cause various intensities of bird sound to play. You'll use an RTPC tied to Voice Volume to drive which sounds play at which intensity levels -- I highly recommend setting the minimum value of the RTPC to 0 and the maximum value to 6.0, leaving you with five useful values after accounting for an “off” value of zero, which should be ordered from “least amount of bird sound” to “comical cacophony of avian animals.” Your event should have five different intensities / densities of bird canopy sounds, each of which can be stepped to in real-time, governed by the RTPC value. You do not have to define exactly how a fictional video game would shift this RTPC value around. For some examples, Genshin Impact does this by counting the number of trees around the player avatar, and Ghost of Tsushima (as you saw briefly, earlier in the term) does it by determining distance from the end of the type of area you're currently in (plains, forest, etc.) The point is that each of them uses an RTPC to drive the soundscape, and that's what you'll do here. When the event is triggered, there should be a continuous, looping flow of sound (not unlike the heartbeat sound from earlier in the term). The only parameter you should have to change to adjust anything within your bird canopy is the RTPC value determining how far into your forest you are. Please note that the RTPC curve should be shaped like stairsteps and not be a smooth curve; in other words, setting the value to 3.5 should be meaningless (or simply mean “between 3 and 4.”) You will be graded on each of your five intensity levels of canopy, and show Dr. Thompson each one in ascending order before you leave class for the day.
It's my favorite day of my Wwise course here at @mediainfomsu.bsky.social!
My students are making bird canopies today! Full assignment in the image + alt text. Thanks to @berrak.bsky.social for selling a great set of bird sounds, and to @damiankastbauer.bsky.social for being so supportive.