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Channel: Game Audio Relevance » Graham Gatheral
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“UDK Sound Explorations”, Tutorials, Tips and Tricks on Implementing Sound in...

Tagged: DesigningSound.org, Game Audio, Graham Gatheral, UDK, Unreal

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Audio Implementation Greats #11: Marrying Toolsets

Tagged: Arjen Schut, Audiomulch, DesigningSound.org, FMOD, Game Audio, Graham Gatheral, Leonard J. Paul, Middleware, OSC, PureData, Q3OSC, Rob Hamilton, Ross Bencina, Stanford CCRMA department,...

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UDK weapon sounds triggering external synths like SuperCollider through OSC

Tagged: Game Audio, Graham Gatheral, OSC, SuperCollider, UDK, Unreal

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UDK: Orbiting Sound Actors

Tagged: Game Audio, Graham Gatheral, Implementation, Kismet, Scripting, Sound Actors, Technical Sound Design, UDK, Unreal

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Game Audio Podcast #11 – SoundDesign Challenge Review & Graham Gatheral...

Tagged: Anton Woldhek, Audio Tutorial, Damian Kastbauer, Dynamic Interference, From the Shadows of FilmSound, Game Audio, Game Audio Podcas, Graham Gatheral, Interview, Limbo, Shaun Farley, Sound...

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UDK: Door open/close sequence

Tagged: Game Audio, Graham Gatheral, Implementation, Kismet, Scripting, Technical Sound Design, UDK, Unreal

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UDK: Warehouse party scenario

Tagged: Game Audio, Graham Gatheral, Implementation, Kismet, Reverb Volumes, Scripting, Technical Sound Design, UDK, Unreal

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UDK: A basic Doppler effect simulation

Tagged: Doppler, Game Audio, Graham Gatheral, Implementation, Kismet, Scripting, Technical Sound Design, UDK, Unreal

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UDK: Water collisions

Tagged: Game Audio, Graham Gatheral, Implementation, Kismet, Scripting, Sound Actors, Technical Sound Design, UDK, Unreal

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Wwise: Extending the Wwise-Cube integration – Separating player/monster...

Tagged: Audio Programming, C++, Cube, footsteps, Game Audio, Graham Gatheral, Implementation, Technical Sound Design, Wwise

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Wwise: Extending the Wwise-Cube integration – Music transitions

Tagged: Audio Programming, C++, Cube, Game Audio, Graham Gatheral, Implementation, music transitions, Technical Sound Design, Wwise

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Wwise: Extending the Wwise-Cube integration – Real-Time Parameter Controls

Tagged: Audio Programming, C++, Cube, Game Audio, Graham Gatheral, Implementation, RTPCs, Technical Sound Design, Wwise

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Designing Sound: Game Audio Podcast #11 & #12 – Procedural/ Bastion

Tagged: Bastion, Damian Kastbauer, Darren Korb, designing sound, Dynamic Interference, Game Audio, Game Audio Podcast, Graham Gatheral

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UDK+Super Collider: Tutorial

Tagged: Game Audio, Graham Gatheral, SuperCollider, Tutorial, UDK, Unreal

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A Quick Introduction to SuperCollider

Tagged: Audio Tutorial, Game Audio, Graham Gatheral, SuperCollider, tutorials, UDK

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