Somewhere Between Sound Design and Music

I’m giving a talk on how I approach the making of sounds at the BFI on January 27th. Better make it a good one given the quality of the other speakers! http://www.screenedmusic.co.uk/masterclasses/ This is what I’m going to attempt to talk on: Don’t rely on pre-rolled synthesiser patches to create your ambiances and tones, using often cheap and lo-fi techniques can create in some wonderfully original textures. This talk will demonstrate a variety of techniques and approaches for creating ambient … Continue reading

Ambient Music Fights Crime

An interesting article about how a generative soundscape incorporating bird song that I made last year might be helping to reduce crime in the city of Lancaster, California. http://online.wsj.com/article/SB10001424052970203721704577157512700171698.html

Audio Production Guidelines for Video Recordings

I sometimes do some mixing and editing for corporate videos and was asked to come up with a set of audio production guideline when recording sound during filming, since the existing guidelines were clearly written for an age of analogue production. Below were my suggestions, I’m sure they’re not complete so any further suggestions would be appreciated. Audio should be recorded uncompressed at 48khz, 16 or 32 bit is acceptable. Dialogue recording should average at -12dB with peaks no higher … Continue reading

Montreal International Games Summit 2011

I’ll be speaking on generative music, related to the talk I gave at GDC earlier in the year, at the Montreal International Games Summit on November 1st. http://sijm.ca/2011/msconference/changing-times-the-benefits-of-using-generative-music-in-games It’s the first time MIGS has run an audio day so I hope it goes well for them. Here’s the summary:   Changing Times:  The Benefits of Using Generative Music In Games Presented by Paul WeirAudio Director, Composer & Sound DesignerEidos Montreal November 1st11:15 – 12:15Room : Jacques-Cartier Audio track presented by Steinberg … Continue reading

Montreal Game Audio Mini Con & Drinks

Join us after work on the 28th for a bracing evening of short talks given by leading game audio industry professionals followed by a relaxing drink. When: Thursday 28th July Where: Conference Room, Hotel Zero 1 (01 René-Lévesque Blvd. East) Time: 6.30pm, presentations 7.00pm – 8.30pm then drinks Entry: $6, price includes drinks Speaking will be representatives from  Eidos Montreal, Montreal University, Audiokinetic and others. The short talks will cover topics such as the challenges in using convolution to create … Continue reading

Back to Montreal

As audio director on the new Thief game, I have the pleasure if visiting Montreal every few months. This time a few of us are trying to organise an evening for game audio people, consisting of short presentations followed by a drink, more information shortly. As I try and make the most of my time when in the city, it’s always a real pleasure to meet other audio people, so if anyone is up for a drink, drop me a mail.

Aalto Game Audio Symposium – Slides

Well done to all the organisers for the first Finnish game audio conference. It was a packed day and it was great to be involved and get to see Helsinki. I learnt how polite and reserved the Finnish people are, indeed how do you tell the difference between an introverted Finn and an extroverted one? The introverted Finn will look at his feet when he speaks to you, the extrovert will look at your feet (thanks to a Brit for … Continue reading

What’s Wrong With Game Music

What’s Wrong With Game Music? In his 1944 film ‘Lifeboat’, Hitchcock was not keen on using music, where would the music come from in the middle of an ocean? The composer David Raksin’s response was “Go back and ask him where the camera comes from and I’ll tell him where the music comes from!” We seem to rarely get to even that level of analysis when discussing game music, will there ever be a point at which it can be … Continue reading

Mixing for Games – AMPS Panel Discussion

Sound Mixing for Video Games, Thursday, April 28th, London   Through AMPS (The Association of Motion Picture Sound) we had an informal panel discussion covering the common issues regarding mixing for games. The event brought together game and film audio people and topics discussed included carrying the emotional element through a game mix, the ways in which film post-production is merging with game audio, mix technology and the lack of standards. Many thanks to Barney, Andrew and Alex for participating and for … Continue reading

Composing Computer Orchestral Music

This was originally written for my sister company, Perfectly Normal Productions. With the variety of high quality orchestral sample libraries on the market, it’s wonderfully empowering to have a virtual orchestra sitting in your computer. From Garritan’s Personal Orchestra through to East West’s Symphonic Orchestra and the Vienna Symphonic Library, it’s possible to create a convincing orchestral sound from sitting at a computer, giving your radio drama the potential of having a film-music style score. There are dangers though, poorly … Continue reading