5 Types Of Orchestral Sample Library Every Composer Needs

5 Types Of Orchestral Sample Library Every Composer Needs For a new composer, purchasing sample libraries can be a daunting task. With so many categories, price points and options it can be rather overwhelming to just know where to begin. In this article, I’ll attempt to shed some light on the various types of orchestral […]

Basic Sampling For Native Instruments Kontakt Part 3

Basic Sampling For Native Instruments Kontakt Part 3 In part 2 we looked at how all of your samples are being mapped for triggering inside the Mapping Editor and how to add some effects to your samples inside Kontakt’s engine. One thing that is missing though is how to create the interface and how to […]

Basic Sampling For Native Instruments Kontakt Part 2

Basic Sampling For Native Instruments Kontakt Part 2 In part 1 we looked at what sampling represents and how to record our instruments for sampling. In this post we will go deeper into the process of sampling by showing you how to properly edit your samples and how to load them appropriately into Kontakt for […]

Basic Sampling For Native Instruments Kontakt Part 1

Basic Sampling For Native Instruments Kontakt Part 1 Kontakt by Native Instruments has got to be the sampling world standard for professional musicians and media composers alike. When you think about it, every film you ever saw, or any game you have ever played has had a soundtrack that features a Kontakt sampled instrument in […]

Video Game Music Implementation With Wwise Part 7

Video Game Music Implementation With Wwise Part 7 In part 6 we went in-depth on how the transitions work between music segments of various states of the gameplay, and as this series of tutorials is drawing to its end, we will take care of the last bit of interactive music implementation which includes triggering stingers […]

Video Game Music Implementation With Wwise Part 6

Video Game Music Implementation With Wwise Part 6 In part 5, we talked about the complexity of setting up proper music switches for various states of gameplay. In this post we will deeply research the advanced options of setting up your transitions between music switch groups and states. At this point, I have updated to […]

Video Game Music Implementation With Wwise Part 5

Video Game Music Implementation With Wwise Part 5 In part 4 we learned how to import and implement stems of our music clips to randomly re-orchestrate our music sequence by using the vertical layering approach. Now that we have our action and exploration music edited and imported, we will be dealing with creating and using […]

Video Game Music Implementation With Wwise Part 4

Video Game Music Implementation with Wwise Part 4 In part 3 we learned how to create a music container and a music sequence playlist with different groups to make our music random and more interactive. In this part, we will be dealing with importing and implementing stems of our music clips to randomly re-orchestrate our […]

Video Game Music Implementation With Wwise Part 3

Video Game Music Implementation With Wwise Part 3 In part 2 we talked about how to prepare your project, import your audio clips and set them up for proper playback in Wwise. In this post, we will be dealing with creating a music playlist and music containers for playing back those audio clips in a […]

Video Game Music Implementation With Wwise Part 2

Video Game Music Implementation with Wwise Part 2 In part 1 we looked at how to edit, export and label your tracks for implementation in Wwise. In this post, we are entering the ubiquitous realm of game audio middleware to learn how to manipulate and implement all of those tracks that we previously prepared. What […]

{"cart_token":"","hash":"","cart_data":""}