Waves & Trains
Whilst I was down in Brighton for develop I decided to go record some waves.
Here's a couple of examples of what I got, all recorded @ 24bit/96k NTG-3 into a Fostex FR-2
The first file is a mix of two perspectives;
Perspective 1: Pointing towards the sea picking up large wave movements
Perspective 2: Stood in the sea facing the shore picking up the wave breaking
I also wanted to try and record some waves on the breakwater in the marina so I walked down there from the hotel to find it closed because of the rough sea. However some nice fishermen with a huge dog let me in. I ended up getting very wet but also getting some very nice angry sea sounds.
As I was walking back one of these appeared round the corner. Perfect case and point of always being ready to record or I wouldn't have got this.
Bows and Arrows
Today I managed to get an hour of time with an ex-national archery champ Dave Carter to record a few bow and arrow sounds. I managed to get some good material of him loading arrows, arrow impacts and firing, but not of arrow pass by's. The arrows we were using were cutting too cleaner path through the air and were making almost no sound at all. Experimentation with broken arrows and arrows with things attached is needed in the future, when I can possibly have a bit more of his time.
In the meantime here is an example of some of the sounds I managed to get;
Recorded @ 24bit/96k Rode NTG-3 into Fostex FR-2
Thanks to Dave for helping out.
Automatic Sound Synthesis from Fluid Simulation
Generative sound design music and dialogue was one of the topics discussed at this years Develop Conference here is an interesting article and video on generating bubble sfx.
I would like to point out I am not involved with either of these institutions however I did find it very interesting.
I dont think i'm out of a job quite yet but the duck in the bath simulation is pretty close. One thing mabe to think about is if this very clinical way of generating "real" sound will replace over the top and unrealistic "designed" sound.
Sounding Liquids: Automatic Sound Synthesis from Fluid Simulation
Primal Carnage Podcast
Primal Carnage has generated its first podcast listen to it now !
via OVERCLOCKED 2
Primal Carnage
July 22nd, 2010 — overclocked
Have you ever thought what would a game be like if instead of player vs. player it was player vs. dinosaur? If so, then indie developer Lukewarm Media has just the game for you, Primal Carnage. Primal Carnage puts you right in the middle of an all out war of man vs. dinosaur. Instead of bringing you 200 million years to the past and arming you with sticks and stone, the dinosaurs are brought to you via an experiment gone wrong. Now this is not your daddy’s FPS game either. While you duke it out against the dinosaurs be sure to remember there is a guy controlling that dino who wants to crush you just as badly. Wait. What did I just say? Yes, you can control the dinosaurs.

Primal Carnage is also sporting some of the best graphics around thanks to Uniengine and the sound is awesome as well. DX9, DX10, DX11? Whatever you can support Primal Carnage is for you. It will punish those of you who think you have great systems, but still be easy enough to run for those who haven’t upgraded in a while.
Think you’ve got what it takes to be top dinosaur or top dino-killer? Listen to the cast to find out and head on over to www.primalcarnage.com to sign up for their beta and find out.
Oh and did I mention there will be mods?
Even a little mention of the sound team, I would like to add that there is another talented (yet unsung in the podcast) sound designer working on Primal Carnage called David Yingling
Skip to 28:00 for the sound section of the interview
