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IA-SIG News

2003 Project Bar-B-Q Registration Now Open

3/27/03 - Project Bar-B-Q 2003 will take place on October 16 - 19. Registration is now open and information, including registration forms, may be found at http://www.projectbarbq.com. This is an intense interactive audio conference held annually on a 360 acre ranch in Boerne, Texas.

The goal of Project Bar-B-Q is INFLUENCING MUSIC HARDWARE & SOFTWARE OVER THE NEXT 5 YEARS. To this end, three to five groups are formed, each consisting of hardware developers, software developers, audio engineers, composers, and tech executives. Each group tackles a problem that has been identified as one of the industry's most important, spending two days of facilitated brainstorming to formulate its best shot at a solution. The result of this work is the annual BBQ report.

2002 Project Bar-B-Q Report

10/21/02 - Alexander Brandon reports on the 2002 Project Bar-B-Q.

Web Audio Working Group's White Paper Available for IASIG Review

08/16/02 - The Web Audio Working Group's white paper is now available for IASIG members to read and review. This document analyzes the current web audio landscape, explores pro's and con's for web audio technologies, and makes practical recommendations for developers and composers alike.

Review by members is an important step before any IASIG document is made publicly available. If you are an IASIG member, please visit the member's area to download this document.

IA-SIG Announces the Adaptive Audio Now Working Group and Web Site

06/18/02 - Interactive Audio for games is still in its nascent stages of development. There is already a rich history of interactive game audio out there, but very little information about its lineage and how it came to be. Many of us are creating our own rules as we go, simply because there are no standard techniques for creating an interactive game score yet. The game audio community now has an opportunity to be a part of the process from which standards will arise.

This working group and area of the IASIG web site will fill a void regarding the current and on-going state of adaptive audio and on-line media. It will follow the progress and evolution of adaptive game scoring as new games are released. The approach is pragmatic in that published games and media will be its focus. The emphasis is on practical application, in the words of those who have created adaptive game scores. It will be a place to share and gather information, techniques, and production tips, as well as a place for others in the industry to find out what the interactive audio community is up to.

Visit the Adaptive Audio Now website at www.iasig.org/aan/.

Specs for XMF (Extensible Music File) format released

01/15/02 - Alex Brandon says "XMF is the largest step forward in audio file formats in years".
Check out what this format can do at www.midi.org/xmf...

Welcome to The Interactive XMF Workgroup (IXWG)

January 2002 - The IASIG announces the formation of a new Working Group.

The purpose of this workgroup is to design an interactive audio system that puts creative control in the hands of the author, ensures implementation of the author's intent, works on virtually any platform and is available to everyone. Interestingly, the file format to facilitate this legendary goal already exists! It's called XMF and it's brand new on the scene, fully worked out.

This group will design an interactive (or "adaptive") audio system that utilizes the open XMF standard. The goal is to define the specification of features and functionality at a relatively high level but with enough detail to submit to the MMA (MIDI Manufacturers Association) and for a developer to actually build it. With XMF being an open, published standard, anyone can create XMF authoring tools or players for in-house or commercial use.

XMF is essentially a sophisticated file format that can contain various types of data and metadata, organized like a container of files, folders and special information. It's that special information part that points the way toward this format's suitability as a vehicle for audio and MIDI assets along with instructions as to their implementation.

Click here for more info.....


Industry News

Music4Games Interviews Alexander Brandon

11/25/02 - Music4Games.net has posted an interview with IASIG member Alexander Brandon.

Build a MIDI Synthesizer with Flash

Source: sonify.org

11/25/02 - Advanced article, by IASIG member Martin Wilde, demonstrating how to playback a standard midi file with custom samples from a Flash based midi sequencer created with ActionScript.

Lee Jackson (Music/Sound Director at 3D Realms) Interview

Source: 3dsoundsurge.com

10/21/02 - In Gaming has posted an interview with composer /sound designer Lee Jackson, Music and Sound Director for 3D Realms, as the second part in their Music In Games series.

Web Audio Software Overview: SwiffPEG

Source: sonify.org

10/14/02 - Sonify.org's first in a series on web audio software, Brian Ayers writes about SwiffPEG, a Windows application for converting MP3 to streaming audio SWF.

Lennie Moore (Composer) Interview

Source: 3dsoundsurge.com

10/09/02 - In Gaming has posted an interview with composer Lennie Moore as the first part in their Music In Games series. He composed the music for Outcast and has worked on many other projects including ‘Heavy Metal FAKK 2’ and music for film, TV and multi-media.

Interview with Steve Schnur (Worldwide Executive of Music for EA)

Source: 3dsoundsurge.com

10/03/02 - Music For Games caught up with Steve Schnur, Worldwide Executive of Music for Electronic Arts, to discuss the formation of EA Trax, a program that partners music labels and artists.

Listening In On Liberty City

Source: 3dsoundsurge.com

9/24/02 - Creative Labs has posted an interview with Producer Leslie Benzies and audio programmer Raymond Usher where they talk about the audio in the Grand Theft Auto series. Here's a snip:

Q: Raymond, the ‘Dynamic Acoustic Modelling’ option certainly adds some extra dynamism to the positional sound – what exactly does this technology do, and how does it work?

A: This technology uses the surrounding walls as acoustic mirrors to create secondary 3D sound sources. Each of these secondary sources is also appropriately time delayed. As you move through the city the reflections change since the relative location of the surrounding walls change. It’s very subtle, but adds an extra dynamic dimension to the audio.

Creating Echo and Reverberation Effects

Source: sonify.org

09/09/02 - In this issue of Remixology, guest columnist Martin Wilde shows us how to create a dynamic interactive reverb engine with Flash.

Age of Myth Music Interview

Source: 3dsoundsurge.com

09/07/02 - PC.IGN.COM has posted an interview the focuses on the music development for Age of Myth. Specifically they chatted with music and sound director Stephen Rippy and music and sound artist Kevin McMullan to find out a bit more about the process of creating and recording the music for the game.

Tomb Raider Composer Interview

Source: 3dsoundsurge.com

09/04/02 - Music 4 Games has posted an interview with Core Design's composer Peter Connelly about the making of the Angel of Darkness game soundtrack and reveals plans for a CD release.

Fusion of Live and Electronic: Getting the Best Sounds

Source: 3dsoundsurge.com

09/03/02 - Composer Ron Jones (Star Trek: Star Fleet Command and Star Trek: Star Fleet Academy and Star Trek: TNG) has published an article on the fusion of electronic and live orchestral music for interactive media.


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