Firelight Technologies' Gino Bollaert shows us what's next for spatialised audio in games
Develop speaks to Wave Studios about bringing filmic-quality sound to games
The Audio Guys' Tim Bartlett offers a wealth of advice on recording automotive audio
GenAudio's Michel Henein explains the distinction 3D audio and 'real' 3D audio
Steve Parker details Side's recent audio work on Crysis 3 and what you can learn from it
Our latest issue considers the arrival of Havok's new alternative to Unity and UDK
Consider voice acting from the design stage, advises RuneScape studio Jagex and audio outfit OM
Jagex and OM on how to meet the daunting task of voicing an MMO
Freelance audio director and former BioWare sound man Simon Pressey explores what Wwise brought to the Mass Effect universe
PitStop's production director Nadeem Daya on why giving sound producers clear guidelines is more important than ever
Soundrangers say the opposite is true, as Develop's Audio Special continues
Soundrangers argues whether an audio library can allow for true creativity in games
According to sound library producer and FMOD Studio expert Stephan Schütze, it definitely does
Stephan Schütze looks at what modern generative audio methodologies offer games designers
Develop's Audio Special continues with advice from Side
Sini Downing offers advice on handling the logistics of voice production for MMOs
Our eight-feature focus on the cutting edge of sound design starts today with Wave and Cubic Motion
Nimrod's Mark Canham on lesson's gleaned from a trip to other side
AUDIO SPECIAL: A look at the film industry's interest in recruiting game audio experts
Efforts of sound teams under-supported by column-inches, but situation is changing