Last night I made a new sub-reddit for the field of spatial audio on reddit.
It’s open to all, and I’ll be contributing as much as possible in the coming weeks for those interested in learning more on how to create, recreate, manipulate and process realistic soundfields.
Check it here!
The BBC have reported on the record companies attempt to tempt consumers into higher quality products. Covering the basics of digital audio, the article shows the quality and benefits of using BluRay over the MP3.
Read it here!
One of my personal favourite live engineers, Dave Rat, blogged for ProSoundWeb back in August on the subject of time alignment within a sound system.
Covering the basics of sound propagation, digital audio latency, including delays to correct for timing and the practical problems that can emerge using IEMs.
Read it here!
soundworkscollection have put together a panel of William Friedkin, Gary Rydstrom, Randy Thom, and Hitchcock biographer Donald Spoto on the use of sound within Hitchcock’s films.
Well worth watching all three parts!
There are a slew of audio-only games available for iOS (I’ve covered Papa Sangre, and Nightjar previously). The two newest are called Vanished and Blindside. In the case of Papa Sangre, it’s fitting to post this again on Hallowe’en. They’re pretty intense to play.
Calrec’s community site has given a nice overview of Vanished and shows the interest that I share in using sound-based storylines in games. Download one of them and enjoy the thrill of sonic terror.
Official release from UNESCO;
Audiovisual documents, such as films, radio and television programmes, audio and video recordings, contain the primary records of the 20th and 21st centuries.
Transcending language and cultural boundaries, appealing immediately to the eye and the ear, to the literate and illiterate, audiovisual documents have transformed society by becoming a permanent complement to the traditional written record.
However, they are extremely vulnerable and it is estimated that we have no more than 10 to 15 years to transfer audiovisual records to digital to prevent their loss. Much of the world’s audiovisual heritage has already been irrevocably lost through neglect, destruction, decay and the lack of resources, skills, and structures, thus impoverishing the memory of mankind. Much more will be lost if stronger and concerted international action is not taken.
It was in this context, that the UNESCO General Conference in 2005 approved the commemoration of a World Day for Audiovisual Heritage as a mechanism to raise general awareness of the need for urgent measures to be taken and to acknowledge the importance of audiovisual documents as an integral part of national identity.
UNESCO Audiovisual Heritage Day 2013
Let’s all remember what makes each culture, era, and us as people unique – how we communicate. It is often the sound of a new city that reveals the speciality of a place. Documenting our times are as important for us to remember the short lives we have, but it is even more important for those who can look back and remember today’s impact on the future.
Mother Nature Network’s Chanie Kirschner has given a brief description of how headphones may be damaging our hearing.
Headphones always have been a danger to our hearing, if you listen to music with them too loudly for too long. But earbuds brought hearing loss to a whole new level because they don’t work to cancel out outside noise as well as regular headphones do. And because they fit inside your ear, they are blasting that loud music directly into your ear canal.
It’s a pretty interesting read, although doesn’t include science, for those interested in what happens to our ears during earbud and headphone listening.
LG have announced their new 1mm thick piezo film speaker for use within their curved screen OLED TVs. Described as being available in three sizes (small, medium, and large) – the medium version is only 7g and 1mm thick.
The full article is here and gives more detail into delivery times and specific models.
IDNA have released a cool video featuring their latest creation… check it out below!
Rockpapershotgun recently uploaded a new article on advances in game sound. Specifically, the article features an overview of the new environment / atmosphere code described as pCARS. The bit of the article that interests me comes from Kevin Boland;
Sound is fun. Did you know that, based on your altitude and temperature, the density of air changes and thus how sound travels? I have all the code in for this. If you then factor in wind direction, we could have some pretty awesome stuff relating to sound. This actually came about because we needed to know the base temperatures for the tire modelling, which is again related to altitude of track, sun altitude, and then angle of refraction, giving the intensity of the sun for heat.
Read the full article here!