It is my honor and privilege to announce a breakthrough in audio technology, a miracle of modern science, and the most important thing to happen to game music since MIDI got promoted to General -- introducing the Homunculonic Aestheticator, an interactive audio mixing engine with real-time Haptic Applicators, capable of producing multiple adaptive soundtracks encoded with True Human Emotions™, using...
SO there's this thing called Project Bar-B-Q, which i will be attending again this year, to my great delight. last year was the 10th anniversary, so "this one goes up to 11" as they say; i expect it will be fun, productive, creative, and loud ... what more could you ask for? BBQ #9, however, was the year i was...
There's 3 three things that annoy me about DRM (well, to be honest, there's puh-lenty of things about DRM that annoy me, but let's stick with these for the moment): 1. This is how i feel about any technology designed to prevent savvy users from doing what they're going to do anyway: the more you tighten your grip, tarkin, the...
i recently spoke at the Game Audio Conference in Austin, Texas, and i gotta say, Austin's a pretty nice town if you're a musician doing game audio. Not only do they have an amazingly vibrant game developer community (everything from big names with big games to creative startups with wild but intriguing ideas), but there's this sign: Now, ya gotta...
i used to be a Wang programmer [ok, stop laughing, i know that sounds funny, but you wouldn't be reading this if it weren't for An Wang, inventor of magnetic core memory and founder of Wang computers, which kept me gainfully employed by day in the 80's while i fed my jazz and salsa music habit by night] and i...
this (for me) has got to be the number one, top of the list, first and foremost, craziest, stupidest, and by FAR most annoying interactive audio issue in the wild and whacky world of ringtones. right now, there are *at*least* fifty (50!) different ringtone formats being sold to consumers on over 500 different models of cell phone. how did this...
hello, peter drescher here, i am currently sound designer at danger, inc., makers of the hiptop wireless internet device (aka the T-Mobile Sidekick), and o'reilly has been kind (and brave) enough to let me speak my mind (unedited! holy crap, batman!!) on interactive audio technologies, with an emphasis on the mobile space ... oh, this should be interesting! while i...
