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    <title>gameaudiopro at Yahoo! Groups</title>
    <link>http://tech.groups.yahoo.com/group/gameaudiopro/</link>
    <description>Game Audio Pro is an open forum for audio professionals who </description>

    <item>
      <title>Re: Normalizing in-game assets</title>
      <pubDate>Tue, 09 Feb 2010 11:13:53 GMT</pubDate>
      <dc:creator>Andy Farnell</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14927</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14927</guid>
      <description>Hey Joel, The issue of bit reduction isn&#39;t really something we have much control over as sound designers, so the comment is really about hardware or software</description>
    </item>
    <item>
      <title>Re: Normalizing in-game assets</title>
      <pubDate>Tue, 09 Feb 2010 02:02:17 GMT</pubDate>
      <dc:creator>Marty O&#39;Donnell</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14926</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14926</guid>
      <description>Are there any shipping games with 24 or 32 bit audio files on the disk? The Xbox doesn&#39;t play back higher than 16 bit. From: gameaudiopro@yahoogroups.com</description>
    </item>
    <item>
      <title>Re: Normalizing in-game assets</title>
      <pubDate>Tue, 09 Feb 2010 01:35:54 GMT</pubDate>
      <dc:creator>joel.studio13</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14925</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14925</guid>
      <description>Huh ? Andy I always really enjoy your posts but didn&#39;t quite get what you meant here. What bit depth do you suggest that we should use in game, 16, 24 or 32</description>
    </item>
    <item>
      <title>Re: Normalizing in-game assets</title>
      <pubDate>Sun, 07 Feb 2010 17:36:50 GMT</pubDate>
      <dc:creator>Mark Kilborn</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14924</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14924</guid>
      <description>Well, I don&#39;t know what most of you are working with, but I&#39;m still working with 16bit content in game. So you&#39;ve made a good argument for the normalization</description>
    </item>
    <item>
      <title>Re: Normalizing in-game assets</title>
      <pubDate>Sun, 07 Feb 2010 15:30:42 GMT</pubDate>
      <dc:creator>Andy Farnell</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14923</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14923</guid>
      <description>This business of &#39;to normalise or not to normalise&#39; (or to normalize even :) is such an old chestnut it&#39;s hard not to shrug and pass it by. However, I get to</description>
    </item>
    <item>
      <title>Re: Normalizing in-game assets</title>
      <pubDate>Sun, 07 Feb 2010 15:16:47 GMT</pubDate>
      <dc:creator>Andy Farnell</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14922</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14922</guid>
      <description>This business of &#39;to normalise or not to normalise&#39; (or to normalize even :) is such an old chestnut it&#39;s hard not to shrug and pass it by. However, I get to</description>
    </item>
    <item>
      <title>Re: Normalizing in-game assets</title>
      <pubDate>Sat, 06 Feb 2010 02:24:52 GMT</pubDate>
      <dc:creator>DrewC</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14921</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14921</guid>
      <description>Agreed. That is why I am normalizing by category. Movement sounds are very different than combat hits and need to sound natural and not too compressed.</description>
    </item>
    <item>
      <title>Re: Normalizing in-game assets</title>
      <pubDate>Fri, 05 Feb 2010 16:49:29 GMT</pubDate>
      <dc:creator>Brian</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14920</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14920</guid>
      <description>In theory, you could normalize the very soft sounds (making them VERY LOUD), truncate them to 8-bits and then play them back very softly (set the playback</description>
    </item>
    <item>
      <title>Re: Normalizing in-game assets</title>
      <pubDate>Fri, 05 Feb 2010 16:28:28 GMT</pubDate>
      <dc:creator>Anton Woldhek</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14919</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14919</guid>
      <description>you would actually need the bit depth even more with quiet sounds.</description>
    </item>
    <item>
      <title>Re: Normalizing in-game assets</title>
      <pubDate>Fri, 05 Feb 2010 16:16:53 GMT</pubDate>
      <dc:creator>Robert Arnott</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14918</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14918</guid>
      <description>In terms of managing RAM, do you guys think it&#39;d make sense to have super quiet assets, like rustle, at 8 bits? If it&#39;ll be playing back really quietly, you</description>
    </item>
    <item>
      <title>Re: New Member</title>
      <pubDate>Fri, 05 Feb 2010 14:40:56 GMT</pubDate>
      <dc:creator>dolly JB</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14917</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14917</guid>
      <description>Karibu sana Adam, (Most welcome adam Recognize that you have the courage within you to fulfill the purpose of your birth. Summon forth the power of your inner</description>
    </item>
    <item>
      <title>Re: Normalizing in-game assets</title>
      <pubDate>Fri, 05 Feb 2010 06:51:39 GMT</pubDate>
      <dc:creator>Gordon Durity</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14916</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14916</guid>
      <description>I agree with normalizing as you go, but thinking about the final use of the asset. It&#39;s no point normalizing some cloth-type asset to max if it will be played</description>
    </item>
    <item>
      <title>Re: New Member</title>
      <pubDate>Fri, 05 Feb 2010 06:44:15 GMT</pubDate>
      <dc:creator>Gordon Durity</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14915</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14915</guid>
      <description>Welcome Adam....</description>
    </item>
    <item>
      <title>Phase cancellation</title>
      <pubDate>Fri, 05 Feb 2010 02:34:19 GMT</pubDate>
      <dc:creator>Adam B</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14914</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14914</guid>
      <description>Hi All, Does anyone have any neat tricks or tips for using phase cancellation? Suppose I wanted to take the snare out of a stereo track from bleeding overhead</description>
    </item>
    <item>
      <title>Interview with Tom Smurdon, Audio Director of &quot;Dark Void&quot;</title>
      <pubDate>Fri, 05 Feb 2010 02:30:55 GMT</pubDate>
      <dc:creator>miguelisaza</dc:creator>
      <link>http://tech.groups.yahoo.com/group/gameaudiopro/message/14913</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/gameaudiopro/message/14913</guid>
      <description>Hi everyone, Recently I had a nice conversation with Tom Smurdon, talking about the sound design of &quot;Dark Void&quot;. You can find the complete interview here:</description>
    </item>

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