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Audio Biscuits

Saturday, March 3, 2012. Real-time audio mixing (Wwise Unity). So much to do and so little time, but alas I swore to continue with this blog. The video below shows a Unity editor mix system for dynamically controlling the volume of grouped sounds via Wwise RTPCs. This builds from previous plug-in work. But now I have an official game project to use it on! Sinister laugh] The game is still very much in development, but it’s coming along. Real-time audio mixing with Wwise and Unity3D. Thursday, January 19,...

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Audio Biscuits | roelsan.blogspot.com Reviews
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Saturday, March 3, 2012. Real-time audio mixing (Wwise Unity). So much to do and so little time, but alas I swore to continue with this blog. The video below shows a Unity editor mix system for dynamically controlling the volume of grouped sounds via Wwise RTPCs. This builds from previous plug-in work. But now I have an official game project to use it on! Sinister laugh] The game is still very much in development, but it’s coming along. Real-time audio mixing with Wwise and Unity3D. Thursday, January 19,...
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Audio Biscuits | roelsan.blogspot.com Reviews

https://roelsan.blogspot.com

Saturday, March 3, 2012. Real-time audio mixing (Wwise Unity). So much to do and so little time, but alas I swore to continue with this blog. The video below shows a Unity editor mix system for dynamically controlling the volume of grouped sounds via Wwise RTPCs. This builds from previous plug-in work. But now I have an official game project to use it on! Sinister laugh] The game is still very much in development, but it’s coming along. Real-time audio mixing with Wwise and Unity3D. Thursday, January 19,...

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1

Audio Biscuits: Testing Testing

http://www.roelsan.blogspot.com/2012/01/testing-testing.html

Thursday, January 19, 2012. Hmmm first blog post. Please update me. Subscribe to: Post Comments (Atom). There was an error in this gadget. Unity and The Interactive Music System. View my complete profile. Awesome Inc. template. Powered by Blogger.

2

Audio Biscuits: Unity and The Interactive Music System

http://www.roelsan.blogspot.com/2012/01/unity-and-interactive-music-system.html

Thursday, January 19, 2012. Unity and The Interactive Music System. So although limited in audio features, Unity still has a some neat tricks. It was also nice to see that a fair amount of the HTML5 interactive music system. Prototype transferred over to these scripts. These scripts were written in C# and can be used on any platform Unity builds to. For more information on Dark Hack and its designers:. Http:/ matthewtusa.com/mtdevblog.html. Labels: Unity GameAudio Audio Games. View my complete profile.

3

Audio Biscuits: March 2012

http://www.roelsan.blogspot.com/2012_03_01_archive.html

Saturday, March 3, 2012. Real-time audio mixing (Wwise Unity). So much to do and so little time, but alas I swore to continue with this blog. The video below shows a Unity editor mix system for dynamically controlling the volume of grouped sounds via Wwise RTPCs. This builds from previous plug-in work. But now I have an official game project to use it on! Sinister laugh] The game is still very much in development, but it’s coming along. Real-time audio mixing with Wwise and Unity3D. Subscribe to: Posts (...

4

Audio Biscuits: January 2012

http://www.roelsan.blogspot.com/2012_01_01_archive.html

Thursday, January 19, 2012. Unity and The Interactive Music System. So although limited in audio features, Unity still has a some neat tricks. It was also nice to see that a fair amount of the HTML5 interactive music system. Prototype transferred over to these scripts. These scripts were written in C# and can be used on any platform Unity builds to. For more information on Dark Hack and its designers:. Http:/ matthewtusa.com/mtdevblog.html. Labels: Unity GameAudio Audio Games. Subscribe to: Posts (Atom).

5

Audio Biscuits: Real-time audio mixing (Wwise+Unity)

http://www.roelsan.blogspot.com/2012/03/real-time-game-audio-mixing-wwiseunity.html

Saturday, March 3, 2012. Real-time audio mixing (Wwise Unity). So much to do and so little time, but alas I swore to continue with this blog. The video below shows a Unity editor mix system for dynamically controlling the volume of grouped sounds via Wwise RTPCs. This builds from previous plug-in work. But now I have an official game project to use it on! Sinister laugh] The game is still very much in development, but it’s coming along. Real-time audio mixing with Wwise and Unity3D. Subscribe to: Post Co...

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Roel Sanchez Sound Design Portfolio

http://www.roelsanchez.net/Interactiveaudio_HTML5InteractiveMusic1.0.html

HTML5 Interactive Music System. Please Wait. Loading. Once the audio has loaded, press the play button to start the music system. Once the system is in play-mode, use the state play buttons to switch between music states. State transition in process. The development process for the player included:. Music composition and sound design via Ableton Live. Programming of music system using HTML5, CSS, Javascript, JQuery and Buzz.

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Roel Sanchez Sound Design Portfolio

http://www.roelsanchez.net/Interactiveaudio_WATR.html

Water Aloft the Ridge. Contributions/Role in Water Aloft the Ridge (WAtR). Manage operations and projects for the Interactive Arts and Media Sound Department (Columbia College Chicago). Development of audio pipline and team workflow. Creation of SFX and music using Adobe Audition, Pro Tools 9-10 and Ableton Live. Programming audio tools, plug-ins and custom debugging scripts in Unity. Unity Editor Real-time mixing system. Footstep and player interaction audio system. Localization of Voice-overs to Spanish.

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Roel Sanchez Sound Design Portfolio

http://www.roelsanchez.net/About.html

Roel Sanchez is a sound designer based in Chicago, Illinois. Fueled by relentless dedication and creativity, he aspires to work professionally with audio for games. With a degree in chemistry, his technical background allows him to focus and critically analyze the subtle details of soundscapes. From the creation of a sound to its implementation in visual media, Roel is involved with every audio aspect of a project.

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Roel Sanchez Sound Design Portfolio

http://www.roelsanchez.net/Portfolio.html

Sound design for concept art, radio and narratives. Audio Implementation, middleware and programming. Video, film and game trailers.

roelsanchez.net roelsanchez.net

Roel Sanchez Sound Design Portfolio

http://www.roelsanchez.net/Interactiveaudio_SR4.html

Contributions/Role in Saints Row IV. Core areas of responsibility. Core Technology Group (CTG) - Tools and workflow improvements during production. Animations - Asset management and implementation. Radio - Content curation, implementation and tools development. Stability - Point for Wwise middleware audio asset orangization, bussing, bug fixing and optimizations. Audio design, VO processing and music editing using Ableton Live, Reaper, and Sony Sound Forge. Mission audio scripting in Lua.

roelsanchez.net roelsanchez.net

Roel Sanchez Sound Design Portfolio

http://www.roelsanchez.net/index.html

You have arrived at my portfolio web page. This site is intended to give you a sense of my work as a sound designer and provide a summary of relevant experience and education. Please feel free to contact me with any inquiries you may have. Saints Row IV DLC: How the Saints Save Christmas. DLC Released - Audio design, stability and bug fixing extraordinaire. MIGS 2013 Audio Session. Presented technical audio talk at the Montreal International Games Summit. Saints Row IV - Launched. Water Aloft The Ridge.

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Audio Biscuits

Saturday, March 3, 2012. Real-time audio mixing (Wwise Unity). So much to do and so little time, but alas I swore to continue with this blog. The video below shows a Unity editor mix system for dynamically controlling the volume of grouped sounds via Wwise RTPCs. This builds from previous plug-in work. But now I have an official game project to use it on! Sinister laugh] The game is still very much in development, but it’s coming along. Real-time audio mixing with Wwise and Unity3D. Thursday, January 19,...

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Roel Sanchez Sound Design Portfolio

You have arrived at my portfolio web page. This site is intended to give you a sense of my work as a sound designer and provide a summary of relevant experience and education. Please feel free to contact me with any inquiries you may have. Saints Row IV DLC: How the Saints Save Christmas. DLC Released - Audio design, stability and bug fixing extraordinaire. MIGS 2013 Audio Session. Presented technical audio talk at the Montreal International Games Summit. Saints Row IV - Launched. Water Aloft The Ridge.

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