Now that we talked about channel-based audio and object-based audio, it's time to talk about Ambisonics and how to best use it.
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What is Object-based Audio?
Now that you know everything about channel-based audio, it's time to get to the next topic: object-based audio, which includes formats like Dolby Atmos, which you probably already heard about.
Read MoreWhat is Channel-based Audio?
Would you like to master Spatial Audio? If so, we're here to help you!
We've created a new video series that goes in-depth into this topic. Let's start with channel-based audio.
Read More"All You Need To Know about 3D Audio" Webinars
On Wednesday, April 13th, and Thursday, April 21st of 2022, the Sound Particles webinars “All You Need to Know About 3D Audio” took place. Organized by the Sound Particles Marketing team, together with the speaker, Nuno Fonseca, the event was remarkably engaging.
With more than 1600 people registered for the webinars, the events were nothing but a success! The audience questions contributed to very engaging and active Q&A sessions that were carried out by the speaker, Nuno Fonseca.
During the two parts that made this webinar, the participants had the chance to get to know all the basics to start diving into the 3D audio world with four main topics: channel based-audio, object-based audio, Ambisonics and binaural.
And because we don’t want anyone to miss the opportunity to access all this information, we will, in a fast and clear way, give you a snippet of what was presented during the events.
Read MoreHow does sound designer Will Digby use Sound Particles?
Will Digby is a sound designer, sound effects editor and supervising sound editor/re-recording mixer, who has worked on projects you are probably familiar with, such as Greyhound, Defending Jacob and even Mamma Mia: Here We Go Again! He is an Emmy winner as well as a Golden Reel winner, and he allowed us to pick his brains about how his career has evolved, his latest project and how he uses Sound Particles in his many projects.
Read MoreHow to use Sound Particles to create incredible sound
We have interviewed amazingly talented professionals recently, and even though their talent is what makes them stand out, the tools they use are what allow them to keep innovating, creating, and setting the standards in the audio world.
Fortunately, a lot of them have used Sound Particles and have told us all about their experiences. Here's how these audio professionals have used the software in the movies they've worked on, and the type of sounds they were able to achieve.
How Tim Farrell used Sound Particles on Star Trek: Discovery and The Walking Dead
Tim Farrell is a Sound Effects Editor that has worked on big TV shows such as The Walking Dead and Star Trek: Discovery. He sat down with us to chat about how his career evolved, the most challenging parts of his job, and what he loves most about creating all types of sound effects - including what his surprising favorite sound effect is. Here's all about Tim and also how he loves to use Sound Particles!
Read MoreAnd the 93rd Oscar Nominees Are...
The 93rd Oscars nominees were announced earlier today, covering a wide range of genres, departments and talent. However, for sound and music lovers like us, there are a set of results that interest us more than others, and we got these results ready for you to read! And here are the nominees...
Read MoreHow The Outer Worlds Created Lively Environments Using Sound Particles
After following their passion for music since childhood, both Justin Bell and Dylan Hairston decided to combine that passion with their love for video games, which led to them working at Obsidian Entertainment. As Audio Director/Composer and Sound Designer respectively, and together with the rest of the audio team, they brought The Outer Worlds to life, a single-player sci-fi RPG about space exploration with lots of personality. Here's how that project was developed and how Sound Particles was an integral part of the process!
Read MoreAnd the recipients of the 2020 Scientific & Technical Awards Are...
The Academy of Motion Picture Arts and Sciences announced this past weekend the 17 scientific and technical achievements represented by individual award recipients, as well as companies. They were honored in a virtual Scientific and Technical Awards presentation on February 13 and we have the full list for you!
Read MoreHow to pan sounds effortlessly using Energy Panner
Meet the Energy Panner, our new plugin! What can you do with it and how do you use it? What is the power of the plugin?
Don’t worry, we’re here to answer your questions. In this blog post, we give you a guided tour of the plugin and how to best apply it to pan your sounds effortlessly.
How Paul Boechler Created Live Stadium Crowds From FIFA Recordings
Due to the current COVID-19 situation, a huge majority of sports stadiums all around the world have no audience whatsoever attending. To increase viewers’ engagement during the transmission of the matches, some international broadcasters have requested Electronic Arts (EA) to help them simulate crowd sounds during their broadcasts. Paul Boechler, sound designer on EA’s FIFA franchise, was the one responsible for creating the dynamic crowd audio playback system that is currently being used by broadcast companies such as Sky Sports, BT and BBC. And he was very kind to share his experience with us and to also tell us a little bit of the process behind the creation of the sounds used in the games.
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