Over at the Gamespot Sound Byte blog, Sophia Tong has posted a great interview with Starcraft 2 audio director Russell Brower:
GS: In terms of sound design, how did you approach Starcraft II to get the right sound for the game?
RB: Well, we built upon the soundscape that was established in Starcraft, so we do consider the sound for Starcraft II evolutionary rather than revolutionary. So that meant continued use of mechanical sounds. We recorded an endless number of small contraptions. There were large machines; there are sounds made from electronics and synthesizers; and of course with the zerg, there were a lot of fairly gross sounds that came from our various concoctions of flour, water, salt, and goop…and a lot of unmentionable stuff that made our studio a challenge to clean up afterward.
Hugo Verweij over at Everyday Listening takes a look at an interesting sound installation – The Sonic Body:
Have you ever wondered what your body sounds like, from the inside? I have, and I actually recorded some bowel sounds once using a stethoscope I borrowed from a doctor friend. The Sonic Body is an interactive installation which allows visitors to experience what the human body sounds like.
Here’s a video from the installation – and check out Hugo’s full post on The Sonic Body here.
Check out this interview with sound designer Andrew Spitz, creator of the excellent Social Sound Design resource:
I created Social Sound Design (SSD) to bring together the various disciplines of sounds. Many of the online sound communities are focused on one discipline or topic. However, now sound designers often participate in more than one discipline; this means they have to oscillate between many forums to find all the information to satisfy the needs of a project.
In order to consolidate the flow of knowledge, I created Social Sound Design. I wanted to create a forum for sound designers — from all disciplines — to come together, ask questions, and get answers. I would like to see SSD grow into a community-driven space for sound designers to share knowledge and help flatten the steep learning curve of all disciplines of sound design.
The Skywalker Sound Blog has a feature on the legendary Light Saber sound:
The Lightsaber sound. What more can be said about one of the most iconic sounds in one of the most iconic sagas in film history? Rather than retread what has already been discussed about these futuristic swords of light, this month’s blog entry is a convenient roundup of resources available on the web about how this sound was created, and how you can make similar sounds using easily available and inexpensive gear.
Andy Hofle over at Arcade Ambience has spent what must surely be countless hours recreating the sound and ambience of the arcade halls of the 80′s and early 90′s – and he’s done a very good job of it.