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Somatone and FMOD Announce Formal Partnership

  • November 27, 2017
  • Posted By "Admin"

Melbourne, Australia  (Originally published on Gamasutra)

“Good sound design is more important than ever and increasingly developers rely on the creative talents and specialist technical knowledge of experts to not only source original audio content for their projects, but to take full responsibility for the implementation,” noted Matthew Connor, General Manager of Firelight Technologies. “For producers, this means better outcomes with less risk.”

The dedicated team of sound designers, composers, VO producers, and implementation experts at Somatone have worked on over a thousand game titles, across the Mobile, Desktop, Console, Arcade, and Virtual Reality (VR) platforms.  Close cooperation with Firelight Technologies will deliver premium access to FMOD product knowledge and technical support to ensure their customers enjoy the full benefit of FMOD during development and operation.

“FMOD is a great solution for implementing adaptive audio and gives us the ability to offer our customers a complete service from audio design through mixing to final testing,” said Dale Crowley, Creative Director of Somatone Interactive.  “It is not enough to just create great sounds.  We bring them to life with FMOD, making the audio experience truly interactive. With close support from the amazing team at Firelight, we are getting even better results and our customers love it!”

About Firelight Technologies

 

Firelight Technologies is the developer of FMOD, a complete audio solution for interactive entertainment, supporting all the major console, desktop and mobile platforms. Use FMOD Studio to design adaptive sound and music for games, virtual reality experiences, gaming and simulations.  FMOD Studio integrates easily with popular game engines such as Unity and Unreal and is built on the industry standard FMOD engine which has been used in thousands of games during the last 15 years. For more information visit:www.fmod.com

 

About Somatone Interactive

Established in 2003, Somatone Interactive produces audio content and technology solutions for interactive media.  Widely recognized as one of the video game industry’s most experienced and trusted creative partners, Somatone serves as a leading global provider of original music, sound design, VO, mixing, and audio implementation.  With more than 1,000 titles to its credit spanning all genres, including many top-sellers and tens of millions of daily active users, Somatone maintains longstanding relationships with major publishers, developers, and indies.  Distinguished by years of combined industry experience and a driving desire to deliver world class game audio, the Somatone team includes core staff members with executive experience at major game makers, and cutting-edge sound design, music, and technology professionals.  Visit: www.somatone.com


Spotlight on Valve: A Conversation with Mike Morasky

  • November 27, 2017
  • Posted By "Admin"

First, an introduction from Adam Levenson about working with Valve’s Music Guru Mike Morasky:

“Mike and I sat down for coffee at the Valve booth way back at GameSoundCon in 2012 to talk about Valve’s brilliant music marketplace idea for Counter Strike: Global Offensive.  Valve had already attracted mainstream media attention with their bustling Workshop economy for community generated art assets, and music seemed like the logical next step. We then spent many months working together to craft a Workshop agreement that would fit for professional and celebrity composers, bands, and musicians.  We crossed our fingers when the first set of music kits were finally available for purchase in the fall of 2014. (more…)


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Demystifying Audio Middleware for Mobile Games

  • November 27, 2017
  • Posted By "Admin"

 team3

By Eric Van Amerongen, Sr. Sound Designer, Somatone Interactive

Audio for games: It’s what we do. It’s what we breathe day in and day out here at Somatone. If you’re a producer and want your game to be engaging, creative, cohesive, competitive on the market and most importantly, FUN! for your user’s experience, then factoring in great audio is an important component of your production. From our experience, great audio not only begins with its inception, but also continues through to its final implementation, which is the most important part of game audio production. (more…)


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Is Game Audio really “50% of the Experience?”

  • November 27, 2017
  • Posted By "Admin"

At Somatone we love any discussions of game audio and/or sound production, because generally they aren’t talked about enough. So when we saw Jaime Cross’s article about game audio we were pretty excited. (more…)


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Spotlight on The Silent Age: The Story Behind The PC Version of the Wildly Popular Mobile Hit

  • November 27, 2017
  • Posted By "Admin"

A Conversation with… Jeff Giasson, Executive Producer, Meridian4 (more…)


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Inside the Gamemaker’s Studio: A Conversation with Super Evil MegaCorp on Vainglory

  • November 27, 2017
  • Posted By "Admin"

Creating a Core Gaming Experience on Touch

We spoke with Stephen Sherman, Chief Creative Officer & Co-Founder at Super Evil MegaCorp, to learn more about the thinking behind Vainglory, a mega-hit MOBA and first-ever hardcore mobile game. (more…)


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Dolby Audio: Offering a new sound experience for mobile games

  • November 27, 2017
  • Posted By "Admin"

By Jennifer Walden, Post Magazine, May 2015

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Most new Android devices are already equipped with Dolby Audio (www.dolby.com) (supporting Dolby Digital Plus), and Android game developers can take advantage of those built-in Dolby audio-processing components to noticeably improve their game’s sound experience. And best of all, they can do it for free with Dolby Audio API for Android. To help explain how game developers and audio pros can use and benefit from Dolby Audio, Somatone Interactive’s (www.somatone.com) chief operating officer Adam Levenson sheds some light on mobile game audio and answers key questions about Dolby Audio.

(more…)


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Weapon Sound Design for ‘Sci-Fi Shooters’

  • November 27, 2017
  • Posted By "Admin"

As published recently in Audio Pro International

Sci-fi weapon sound design is the subject for the next installment of our Game Audio column, in partnership with Somatone Interactive.

This month, executive director Michael Bross and senior sound designer Eric Van Amerongen team up to share their insights into the creative process for this particular gaming genre from their respective positions. (more…)


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How To Lead A Creative Kick-Off Meeting

  • November 27, 2017
  • Posted By "Admin"

One of the most daunting stages in the collaborative process relates to how and where to start with the creative and logistical partnership with a game developer or publisher.

Approaching a new game or, even more so, jumping in on a live product, can sometimes be an overwhelming experience. We have participated in more than a few meetings with game developers, producers, game designers, programmers, and creative directors wherein time was spent in discussions, but at the end of the call, we are no closer to understanding what is needed, or what the vision for the game is. This phenomenon birthed an approach for us that works well for all stakeholders in the project. (more…)


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KingsRoad Sound Design Q&A With Michael Bross

  • November 27, 2017
  • Posted By "Admin"

1. What have you been working on for Rumble’s KingsRoad game over the past 18+ months?

We’ve been working on all audio aspects of the game, including the full range of sound design and music as well as character voices. In the early stages, we were also doing implementation (both remote and onsite). (more…)


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