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
Develop talks to VGM founder Andrew Barnabas about a defining audio hit list
Dan Gardner talks us through what his audio production outfit can do for your project
Nimrod offers advice on how to avoid licensing pitfalls to get the music rights you desire
Localisation company continues global expansion with new outpost for the Asian markets
AudioMotors to enable tuning and adapting of pre-recorded engine sounds
Iconic entertainment company's licensing department offers music model tailored for trailers, and offers WWE 13 prizes
London firm casts actors directed by Kate Saxon
iZotope's Scott Simon offers advice on realtime audio processing; an approach vital to Forza 4
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
Jan Werkmeister of Synthesis Germany explores the finer points of voice localisation
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