août 2016
L M M J V S D
« Avr    
1234567
891011121314
15161718192021
22232425262728
293031  
How to control Wwise with MIDI and your DAW

reaper_wwise_midi

Hello fellow game sound designers !

Wwise 2014.1 is out with a ton of cool new features so I wanted to explore what the MIDI implementation has to offer.

I tried to connect Reaper and Wwise with MIDI to trigger events and control RTPCs. You need a software to manage a virtual MIDI IO between your DAW and Wwise. Audiokinetic recommends Tobias Erichsen’s loopMIDI for Windows.

I had some fun when I made this video, especially the part where I control Soundseed Air Wind with AudioGaming’s Audiowind. It,s a bit absurd to control a procedural wind generator with another procedural wind generator…. but well :).

Finally I just focused on how to setup things, so you can easily go further, and I am confident that it will work with the DAW of your choice.

It’s cool to see that the gap between traditional DAW and middleware is reduced thanks to those new features !

AppleScript Batch Tools – Part I : Pro Tools Region Renamer

This is a tool made for simplifying batch renaming operations in Pro Tools, it only works on OS X as the script language is native to this operating system.

The batch is using OpenOffice spreadsheet, but of course you can use it with Microsoft Office, then you will have to change some lines, as for example OpenOffice adds a space at the end of the cell when you copy it.

Applescript allows you to control different applications and automate multiple actions; in this tutorial, I’ll explain how to build a script in which you to enter the number of regions to rename, then take a cell in the spreadsheet, and rename automatically in Pro Tools.

Now open Applescript Editor and let’s go ! (suite…)

Fighting Game Interactive Music Study

Interactive Music & Fighting Games

This article is a translation of my blog’s article originally published in French.

Two minutes, sometimes more, sometimes less, is roughly the time it takes for two fighting game players to decide between. During this two minutes it may take a lot of things: action, suspense or unexpected twists. Whether for the player or spectator, this time is a concentrate of emotions of a rare intensity, and probably what makes this type of game so exciting. The gameplay undoubtedly had a lot to do with it, however this is not really what we are interested today. So let’s talk about music and even more: let’s talk about interactive music systems in fighting genre. In this type of games it’s easy to say that sound and music are secondary and they only take part in the atmosphere of the game – the art direction. Yet the interactivity in music really exists in fighting games and it is interesting to see how it can serve both gameplay and art direction by contributing rightly to the emotional evolution within a match.

Here, I will focus mainly on the study of some Capcom games. Simply because they are the most known and I don’t heard interactive music from other fighting games developers.If you know about non-Capcom games with an interactive soundtrack please feel free to share with me in the comments. I finally specify that I am not a very good fighting game player. I am playing as an amateur and I am far from an expert of the various combats systems. However, the development of interactive systems for audio is one of my specialties and this is great because it is the subject of this article. (suite…)

Fmod Designer & Unity Part.1 – Footsteps

fmodandunity_integration

You will need these versions of FMOD designer and Unity Editor:

FMOD 4.42
Unity 3.4.2

Modify « PlayExEvent.cs » to trigger a sound when hitting the « up » key

This one is fairly simple. What this little C# script does is starting the car engine loop at the beginning of the game. Then the mouse position is tracked at each frame and the value is passed on to FMOD that sets the rpm of the car engine. (suite…)

Video Formats for Pro Tools

For my first post here, I’m going to talk about video codec, because it’s good to make a point on what compression is good for your DAW.

First of all despite it’s quality and massive usage, H.264 is not recommended for DAW, because it’s compression technology uses a keyframe system and make packages of images.

The problem is most of the time you will receive an H.264 video, with by default, a key frame every 15 frames, which means in  you won’t be able to sync a sound at the frame but somewhere between 15 frames…

Of course you can recompress the video with considering each frame as a key frame and you will be good to go, but there are codec made specially for us, keeping weight and quality consistent for a postproduction work.

Here they are :

– Avid DNxHD

– Apple Pro Res Proxy or LT

They are fully supported by Quicktime, you can easily find the latests codecs on the internet for encoding.For the same quality Pro Res Proxy (encoding on Mac only)  seems the best choice for file weight, quality and readibility by most video players.

For encoding I prefer working in 720p or 1080p, 24/25p or 50/60p, when a video have a strange resolution don’t hesistate (if you haven’t received the counter order) to upscale it to maintain a right video format, for DNxHD, use 8bit encoding.