THE EPIC SOUND BLOG

Our collection of bite-size, audio related stories from around the web.

Curious Sound Objects


April 9, 2010

A group of design students have turned everyday items into creative sound objects – check it out:



Read the full post on this sound project here.


(via @WhiteZone)





  Posted by Asbjoern Andersen, Epic Sound - Contact

Category sound design Tags , ,

The sound for ‘Fringe’


April 8, 2010

Mix Online takes a look at how the sound for the Fox’s ‘Fringe’ series is created:


Parallel universes. Cryonics. Mind control. Clairvoyance. Mutations. Bald-headed Observers. What do these things sound like? Figuring that out and bringing them to life is the weekly challenge for the sound design team behind J.J. Abrams’ hit Fox series Fringe. The show focuses on a trio of FBI-led investigators who explore cases involving so-called “fringe science”—everything from the existence of a parallel universe (and the effects of getting from ours to theirs) to creepy, loathsome creatures (including humans) who attempt to wreak havoc on the unsuspecting.

For the show’s first season, the post-production sound was handled by a different team; for Season 2, Warner Bros. Television, seeking to use the convenience of a remote Pro Tools stage, set up a new team in a new office—upstairs from saucy Hustler Hollywood on the Sunset Strip—along with the writing and other post-production staff.


 

Read the full post on the sound for ‘Fringe’ here.





  Posted by Asbjoern Andersen, Epic Sound - Contact

Category television sound Tags , , ,

10 tips for effective web sound design


April 7, 2010

Everyday Listening has a great list of things to bear in mind when working with sound for websites. Here’s a selection:


    Unobtrusive interface sounds
    Adding sounds to user-interface items can absolutely enhance the usability of your site. Try to keep these sounds unobtrusive in a way that a user can still hear them, even while listening to music, but without being disturbing while browsing in a quiet environment.


    Keep sounds short
    A good way to prevent sounds from becoming annoying is by keeping them short. Imagine navigating a website with a second-long sound playing for every link your mouse cursor touches, that wouldn’t be a pleasant experience, would it?


    Use the right frequencies
    The human ear is most sensitive to sounds between 1kHz and 5kHz, so if you want people to hear the sounds, even on crappy laptop speakers set to low volumes, focus on this frequency range.


    Add extra functionality
    Do it right or don’t do it at all. If you decide to use sound on your website you can give it extra functionality, more than just providing auditive feedback. Variations in timbre and pitch of the sounds can be used to tell the user more about the menu or the page he/she is browsing.


Read the full list here.





  Posted by Asbjoern Andersen, Epic Sound - Contact

Category sound design Tags , , , ,

Behind the scenes on the sound for God of War III


April 6, 2010

Here’s a behind-the-scenes feature on the score for God of War III:



Also, Mix Online has taken a detailed look at the development of the sound for God of War III:


As you might expect, the sound team on GOW3 really had their hands full. Between the staggering array of battle weaponry (much of it with enhanced, nearly supernatural qualities, like the Blades of Athena that Kratos wields against his foes and, new for this game, the giant over-fist battering gauntlets known as the Cestus), the fires, explosions, creatures/monsters and ambiences required, there was an amazingly detailed sonic world to create.


Read the full feature on the sound for God of War III here.





  Posted by Asbjoern Andersen, Epic Sound - Contact

Category game audio Tags , , , , ,

The sound of Bioshock 2


April 5, 2010

Miguel Isaza from Designing Sound has an exclusive interview with Michael Kamper, audio lead on the award-winning Bioshock 2:


DS: How did the art concept and the story of the game influence you and the team to create and lead the sound?

MK: Certainly, the fact that the game was going to be set 10 years after the first BioShock established the atmosphere of BioShock 2. I really wanted the ambience to sell the fact that Rapture was constantly falling apart around the player. We put a lot of creaking and groaning throughout the backgrounds. As you progress, you are also getting closer and closer to Lamb’s (the main antagonist of the game) domain. The audio in that level has a lot of weird non-diegetic sounds that really play off the insanity of the Splicers. We took those elements and stretched them backwards through the game so the player slowly encounters more and more of those elements, illustrating how “infected” the world around the player is becoming.


Read the full interview with Michael Kamper here.





  Posted by Asbjoern Andersen, Epic Sound - Contact

Category game audio Tags , , ,

Recording the whooshes of a Kung Fu Panda


April 3, 2010

Designing Sound has posted this exclusive video from the recording of various whooshes for ‘Kung Fu Panda’.



View the full post here.





  Posted by Asbjoern Andersen, Epic Sound - Contact

Category recording Tags , , ,

Fascinating sound patterns


April 2, 2010

Science Friday demonstrates a series of fascinating patterns generated by sound at various frequencies – have a look:






  Posted by Asbjoern Andersen, Epic Sound - Contact

Category sound research Tags , , ,

News for April 2010


April 1, 2010

The latest news for April are now up – this month:


• Music for a new feature film in the works


• Voices recorded for an upcoming documentary


• New game audio in progress


• Audio delivered for the Harvard Business School


• New audio books recorded for a host of publishers


Hop on over here for the full news.






  Posted by Asbjoern Andersen, Epic Sound - Contact

Category Epic Sound Tags , ,

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