Tree of Audio – Global Game Jam 2016

Tree of Audio – Global Game Jam 2016

    Tree of Audio started at the Full Indie Game Jam in 2013 with 100 jammers and 5 sound designers creating Audio and Music for 11 games.  To streamline the pipeline between us and  devs, we experimented with a centralized model of audio content generation. More recently, in the Vancouver Global Game Jam 2015 […]

Top 3 Reasons to Join the Tree Of Audio !

Top 3 Reasons to Join the Tree Of Audio !

Top 3 reasons to join us from past members: Matt Ryan – Sound Designer Electronic Arts Canada ca.linkedin.com/in/mattryansound 1. Efficient: Not only was it efficient for the sound designers to have an effective way of reaching out and working on a lot of awesome games but it also streamlined a pipeline for game devs who would […]

Tree of Audio – Full Indie Game Jam (Sept 2015)

Tree of Audio – Full Indie Game Jam (Sept 2015)

  Tree of Audio started at the Full Indie Game Jam in 2013 with 100 jammers and 5 sound designers creating Audio and Music for 11 games.  To streamline the pipeline between us and the devs, we experimented with a centralized model of audio content generation. More recently, in the Vancouver Global Game Jam 2014 […]

Audio Bootcamp – Improve your Twitch Audio by 100%

Audio Bootcamp  – Improve your Twitch Audio by 100%

I’ve noticed some streamers own great mics, but often audio can be muddy or distorted and generally not as “pro” as it could be. The mix balance is sometimes off and the audio experience can grate on the ears, especially if you have the stream playing back on big speakers that are loud! A well balanced stream […]

Tree of Audio – GGJ 2015

Tree of Audio – GGJ 2015

  Tree of Audio started at the Full Indie Game Jam in 2013 with 100 jammers and 5 sound designers creating Audio and Music for 11 games.  To streamline the pipeline between us and the devs, we experimented with a centralized model of audio content generation. More recently, in the Vancouver Global Game Jam 2014 […]

I Am A Gamer – Game Jame Sponsored by Hybridsound Works

I Am A Gamer – Game Jame Sponsored by Hybridsound Works

Hybridsound Works is proud to sponsor the “I Am A Gamer” game jam, centered around strong female characters and led Kimberly Voll. “What is this Game Jam” you ask and why is it special? Please read Kim’s article  about “Jammin’ for Change, Challenging Gender Stereotypes in Gaming”.   Hybridsound Works is donating one Indie Audio […]

Audio for Videogames: Create an AAA Experience on a Mobile Game Budget

Audio for Videogames: Create an AAA Experience on a Mobile Game Budget

Who Should Attend: Videogame developers [Mobile/Social/Indie and AAA/Console] Web content creators Social media marketers Anyone involved in advertising, corporate video or marketing What You Will Learn: Why great audio helps your game stand out in a crowded market How to bring the AAA Emotional & Engaging Audio on tight mobile/social budgets What software and hardware tools […]

Fmod – Grain Player

Fmod – Grain Player

I typically use grain players with short snippets of audio for looping sounds where I do not want an audible loop point. Imagine a rolling sound, scraping concrete, water running, wind, fire… you get the idea. My initial approach yielded a gap in the audio playback of fmod. After contacting Brett from Firelight and trying […]

Portable Recorders 2 – Binaural Mic Tests: Sony PCM-D50 Vs. Roland CS10EM

Portable Recorders 2 – Binaural Mic Tests: Sony PCM-D50 Vs. Roland CS10EM

I’ve read the microphones on a Sony PCM-D50 Portable recorder are not great  [but better than the microphones in the Marantz PMD-661 – see blog on THAT!] and I was wondering exactly how “not great” they might be.  Sound Designer Gordon McGladdery [aka A Shell In The Pit] mentioned something about binaural microphone recordings and […]

Fmod – Better Vehicle Engines

Fmod – Better Vehicle Engines

Hey everyone, I did a tutorial about vehicle engines and the fmod engine designer tool. It’s somewhat glossed-over in the fmod video tutorials and as I’m working on my racing game, I realized that I really, REALLY needed the game team to code this functionality, otherwise my engines would sound terrible. I’ve come across this […]