Sound Story Network http://feed.informer.com/digests/B48OX5U4PQ/feeder Sound Story Network Respective post owners and feed distributors Thu, 25 Jan 2018 14:44:00 +0100 Feed Informer http://feed.informer.com/ 25 great new audio jobs at Lightspeed LA, Bungie, Certain Affinity, Lemonpie, Zenimax, Barbican, IOI, Creative Assembly, Deep Silver FISHLABS, Black Library, HARMAN, Keyword, Karanyl Sounds, Wildbear Entertainment, Voice Reels, Respawn, Sledgehammer, Peab https://soundlister.com/25-great-new-audio-jobs-at-lightspeed-la-bungie-certain-affinity-lemonpie-zenimax-barbican-ioi-creative-assembly-deep-silver-fishlabs-black-library-harman-keyword-karanyl-sounds-wildbear/ Soundlister.com urn:uuid:8ada0b55-653b-5571-bcc9-2f7db716119b Thu, 06 May 2021 21:48:29 +0200 <p><img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" />Wanted: Audio Lead, Marketing Mixer and Music Editor, Advanced Technical Audio Designer, Audio Engineer, Sound Artist, Audio Director, Lead Sound Designer, Audio Programmer, Audio Producer / Engineer, Senior Acoustic Engineer, Vehicle Sound Designer, Preset Designer / Demo Composer, Sound Designer / Mixer, Dialogue Designer, Senior Sound Designer, Game Audio Lecturer, 7 Audio Tools Dev Roles, and Senior Technical Sound Designer</p> <p>The post <a rel="nofollow" href="https://soundlister.com/25-great-new-audio-jobs-at-lightspeed-la-bungie-certain-affinity-lemonpie-zenimax-barbican-ioi-creative-assembly-deep-silver-fishlabs-black-library-harman-keyword-karanyl-sounds-wildbear/">25 great new audio jobs at Lightspeed LA, Bungie, Certain Affinity, Lemonpie, Zenimax, Barbican, IOI, Creative Assembly, Deep Silver FISHLABS, Black Library, HARMAN, Keyword, Karanyl Sounds, Wildbear Entertainment, Voice Reels, Respawn, Sledgehammer, Peabody Institute, and Riot LA</a> appeared first on <a rel="nofollow" href="https://soundlister.com">Soundlister.com</a>.</p> <img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" /><div style="padding-bottom: 40px;"> <div class="frm_forms with_frm_style frm_style_job-submission-style" id="frm_form_21_container" > <form enctype="multipart/form-data" method="post" class="frm-show-form frm_pro_form " id="form_frd89" > <div class="frm_form_fields "> <fieldset> <legend class="frm_hidden">Job Subscription</legend> <div class="frm_fields_container"> <input type="hidden" name="frm_action" value="create" /> <input type="hidden" name="form_id" value="21" /> <input type="hidden" name="frm_hide_fields_21" id="frm_hide_fields_21" value="" /> <input type="hidden" name="form_key" value="frd89" /> <input type="hidden" name="item_meta[0]" value="" /> <input type="hidden" id="frm_submit_entry_21" name="frm_submit_entry_21" value="fa8f011e06" /><input type="hidden" name="_wp_http_referer" value="/feed/" /><label for="frm_verify_21" class="frm_screen_reader frm_hidden">If you are human, leave this field blank.</label> <input type="text" class="frm_hidden frm_verify" id="frm_verify_21" name="frm_verify" value="" /> <p><center></p> <div id="frm_field_272_container" class="frm_form_field frm_html_container form-field"><center></p> <h3>Get exciting new audio job opportunities delivered straight to your inbox</h3> <p></center></div> <p></center></p> <div id="frm_field_271_container" class="frm_form_field form-field frm_none_container frm_first frm_half"> <label for="field_adbxe" class="frm_primary_label">Email Address <span class="frm_required"></span> </label> <input type="email" id="field_adbxe" name="item_meta[271]" value="" placeholder="Enter email address" data-invmsg="Email Address is invalid" /> </div> <input type="hidden" name="item_key" value="" /> <div class="frm_submit frm_half"> <input type="submit" value="Subscribe" class="frm_final_submit" /> <img class="frm_ajax_loading" src="https://soundlister.com/wp-content/plugins/formidable/images/ajax_loader.gif" alt="Sending"/> </div></div> </fieldset> </div> </form> </div> </div> <div style="padding-bottom: 20px;"><p>We came across interesting new jobs at Lightspeed LA, Bungie, Certain Affinity, and Lemonpie &#8211; and they&#8217;re looking for an Audio Lead (CA, US), Marketing Mixer and Music Editor (WA, US), Advanced Technical Audio Designer (TX, US), and Audio Engineer (Remote).</p> <p>We also found openings for an <a href="https://jobs.zenimax.com/requisitions/view/1417" target="_blank" rel="noopener noreferrer">Audio Engineer</a> at Zenimax Online Studios (MD, US), <a href="https://www.barbican.org.uk/take-part/emerging-practising-artists/artist-call-out-conservatory-audio-trail" target="_blank" rel="noopener noreferrer">Sound Artist</a> at Barbican Audio Trail (England), <a href="https://career.ioi.dk/ad/dialogue-sound-designer/7u6ksy" target="_blank" rel="noopener noreferrer">Audio Director</a> at IO Interactive (Denmark/Sweden), <a href="https://jobs.jobvite.com/careers/creative-assembly/job/oAgoffwd" target="_blank" rel="noopener noreferrer">Lead Sound Designer</a> at Creative Assembly (England), <a href="https://jobs.kochmedia.com/job-offer.html?yid=135" target="_blank" rel="noopener noreferrer">Audio Programmer</a> at Deep Silver FISHLABS (Germany), <a href="https://jobs.games-workshop.com/search-and-apply/audio-producer-engineer" target="_blank" rel="noopener noreferrer">Audio Producer / Engineer</a> at Black Library (England), <a href="https://www.linkedin.com/jobs/view/2526562503/" target="_blank" rel="noopener noreferrer">Senior Acoustic Engineer</a> at HARMAN International (GD, China), <a href="https://gamejobs.co/Vehicle-Sound-Designer-Level-1-at-Keyword-Studios" target="_blank" rel="noopener noreferrer">Vehicle Sound Designer Level 1</a> at Keyword Studios (WA, US), <a href="https://t.co/cwi9NegMZU?amp=1" target="_blank" rel="noopener noreferrer">Dialogue Designer</a> at Respawn (CA, US), <a href="https://careers.sledgehammergames.com/job/R001772/Senior-Sound-Designer-Sledgehammer-Games" target="_blank" rel="noopener noreferrer">Senior Sound Designer</a> at Sledgehammer Games (CA, US / VIC, Australia / ON, Canada), <a href="https://facultyjobs.jhu.edu/Home/Position?reqId=A-86450-1" target="_blank" rel="noopener noreferrer">Game Audio Lecturer</a> at Peabody Institute (MD, US), <a href="https://mu.se/careers" target="_blank" rel="noopener noreferrer">7 Audio Tools Dev Roles</a> at Muse/Audacity (Remote), and <a href="https://www.riotgames.com/en/work-with-us/job/3008485/senior-technical-sound-designer-unpublished-r-d-product-los-angeles-usa" target="_blank" rel="noopener noreferrer">Senior Technical Sound Designer</a> at Riot LA (CA, US).</p> <p>Bonus: <a href="https://www.facebook.com/groups/audiojobs/" target="_blank" rel="noopener noreferrer">The Audio Jobs</a> group also has opportunities for a <a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fkaranyisounds.com%2Fabout%2Fcareers%2Fpreset-designer-demo-composer%2F%3Ffbclid%3DIwAR14MwnZlZAo5HLYvDqt8CoVPNVH0eQoyqLEukoP4rT5ni1j1hBxE6hD-lU&#038;h=AT19M3zO8kTTtYti61cBHV_n3OwfUR61DyO8V7ZOnyEQd0AAbY4UMU_rHuIkD_dVlDXe_TXYNNeiLp5EOMV4_Y7NOYE0MwQgeKuByHD7smpRMf7PGsiZ7qmaGm7s9ewIyIgyunDIB3HsWifVrA" target="_blank" rel="noopener noreferrer">Preset Designer / Demo Composer</a> at Karanyl Sounds (Remote), and a <a href="https://www.facebook.com/groups/audiojobs/permalink/891875188210570/" target="_blank" rel="noopener noreferrer">Sound Designer / Mixer</a> at Wildbear Entertainment (NSW, Australia). Happy job hunting!</p> </div> <hr> <strong>Highlight &#8211; sound stories this week:</strong> <a href="https://www.asoundeffect.com/composer-success-series-inon-zur/" target="_blank" rel="noopener noreferrer">Award-winning composer Inon Zur</a>, on what it takes to get started and succeed in the game industry. Be sure to take part in the sound quiz for your chances to <a href="https://www.asoundeffect.com/soundquiz/" target="_blank" rel="noopener noreferrer">win sound effects libraries from BOOM Library</a> worth $1000. How <a href="https://www.asoundeffect.com/star-wars-sound-2021/" target="_blank" rel="noopener noreferrer"><em>The Mandalorian</em> found the new Star Wars sound</a> + 10 other Star Wars Sound Stories. A Sound Effect wins a <a href="https://www.asoundeffect.com/a-sound-effect-gang-award-thelastofus2/" target="_blank" rel="noopener noreferrer">Game Audio Network Guild Award</a> for our <em>The Last of Us Part II</em> sound story! <hr> <br> <div class="note"><strong><span style="font-size: 24px;">Audio Lead</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Lightspeed LA</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Los Angeles, CA, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>This is an exciting opportunity for an experienced, passionate, creative and technical Audio Lead to join<br>our in-house sound team and help create world-class audio content on a new and exciting open-world<br>AAA game.</p> <strong>Responsibilities:</strong> <ul> <li>Design and implement immersive, next-gen audio content and systems to engage players and enrich game narrative. </li> <li>Design, edit, mix and master audio assets. </li> <li>Implement and author interactive, real-time sound using middleware and scripting tools to bring soundscapes to life. </li> <li>Author and integrate audio assets through middleware and in-engine. </li> <li>Manage a team of sound designers, providing guidance and feedback on audio standards, quality, consistency, and implementation. </li> <li>Create and edit new sound effects using various recording techniques, professional audio editing tools, plug-ins, hardware and props. </li> <li>Work closely with Audio engineers to design systems and methodologies with the goal to raise the bar in game audio. </li> <li>Collaborate with the Audio Director to execute and deliver on audio features and ensure defined aesthetic is met throughout production. </li> <li>Engage in the planning and execution of recording sessions in the field, studio and mocap stage, recording real-world sounds and foley. </li> <li>Sound design and mix cinematic audio content to blend seamlessly with gameplay audio. </li> <li>Direct recording sessions with actors as needed.</li> </ul> <strong>Qualifications:</strong> <ul> <li>Understand emotion and tension in storytelling, and be able to design narrative-driven audio. </li> <li>Excellent sound design aesthetic with a keen ear for detail. </li> <li>5+ years of experience in AAA game audio. </li> <li>3+ years’ experience leading a team. </li> <li>A desire to push game audio further with new ideas and methodologies. </li> <li>A grasp of logic and scripting methods for interactive audio implementation within a game engine. </li> <li>Imaginative and creative use of audio production tools, foley performance and capture, props, and recording techniques to create high-quality original content. </li> <li>Fluent in interactive audio and post production techniques. </li> <li>Expert command of sound design &amp; mixing techniques, processes and tools. </li> <li>Ability to create world-class audio content spread across multiple styles and genres. </li> <li>WWISE middleware proficiency. </li> <li>Field and studio recording experience. </li> <li>Proficiency in Nuendo, Pro-Tools or Reaper </li> <li>Experience/familiarity with industry standard plugins (Fab Filter, Altiverb, Waves, Izotope, etc)</li> </ul> <strong>Desirable skills and Experience</strong> <ul> <li>Experience designing sounds and sound systems for weapons, vehicles, physics, and weather. </li> <li>Experience working on environmental audio, sound propagation and 3D audio </li> <li>Technical skills and understanding of audio rendering and compression technologies, and codecs.</li> </ul> </div> <div class="btnFix"><a class="btnJobs" href="https://boards.greenhouse.io/tencent/jobs/5231943002" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://boards.greenhouse.io/tencent/jobs/" target="_blank" rel="noopener noreferrer">Tencent Jobs</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Marketing Mixer and Music Editor</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Bungie</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Bellevue, WA</span><br> <div class="jobDesc"><strong>Job description</strong> <p>Do you have the “golden ears” and organizational skills to help an audio team to achieve their full potential? Can you ensure that production schedules and scopes can be met predictably and within expectations, and can you keenly craft and evaluate audio content to ensure that it meets a high quality and consistency bar? Most importantly, do you enjoy audio production and want to contribute to the creation of memorable media? Bungie currently has a unique opportunity that requires these skills. </p> <p>Our current mission is to add a bold new member to our Audio Team. Bungie is looking for a multi-talented mixer and music editor with strong post-production and technical audio skills. Your work will help deliver media to be enjoyed by our community. If you enjoy playing games, bring your enthusiasm to the Audio Team at Bungie.</p> <p><em>With the uncertainty and rapidly changing circumstances surrounding COVID-19, most positions at Bungie are expected to onboard and work from home for a significant portion of 2021. In 2022, most Bungie employees will adopt a flexible schedule working from home part time (outside of positions identified as either 100% onsite or fully remote in WA &amp; CA). Currently only a select range of positions are available for full-time remote work in WA &amp; CA (please review location for details). Prospective employees located outside of CA &amp; WA will need to establish WA state residency within 45 days of a start date. Bungie’s work from home, flexible work schedule, and remote policy is subject to change at the company’s discretion.</em> </p> <strong>RESPONSIBILITIES</strong> <ul> <li>Coordinate between the Audio and Marketing Teams to provide audio support for marketing assets</li> <li>Edit music, sound design, and dialogue/voiceover for linear and non-linear media</li> <li>Final mix for marketing media and game use</li> <li>Provide feedback and approval of audio and mix for external media</li> <li>Locate and provide relevant game assets, music, and sound design for marketing asset production</li> </ul> <strong>REQUIRED SKILLS</strong> <ul> <li>Collaborative team player with strong communication skills</li> <li>A proven track record in music editing and mixing for multimedia</li> <li>Proficient with digital audio production techniques</li> <li>Excellent mixing and mastering skills</li> <li>A basic understanding of music and keen ears</li> <li>Good technical computer skills and capable of quickly learning new software</li> <li>An interest in interactive audio</li> <li>Advanced Pro Tools ability required</li> </ul> <strong>NICE-TO-HAVE SKILLS</strong> <ul> <li>Experience with implementation in Audiokinetic Wwise is a plus</li> <li>Experience with Reaper is a plus</li> <li>An enthusiasm for games</li> </ul> </div> <div class="btnFix"><a class="btnJobs" href="https://boards.greenhouse.io/bungie/jobs/3106335" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://twitter.com/SchoolGameAudio/status/1389227893272817665" target="_blank" rel="noopener noreferrer">School.VideoGameAudio.com @SchoolGameAudio</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Advanced Technical Audio Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Certain Affinity</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Austin, TX, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>Would you like to work on some of the greatest franchises in gaming history? Certain Affinity is the largest independent developer in Texas, based out of Austin, and a growing presence in Toronto, Canada. Our culture reflects the values and the vibrant nature of the cities we call home. This includes ​a commitment to evolution, diversity, excellence, and work-life balance. We&#39;re best known for co-developing numerous AAA FPS games, though we&#39;re also creating compelling new games of our own. We&#39;re always on the lookout for amazing talent to join our team. </p> <p>We are seeking a Technical Audio Designer to join our top-tier audio team. While very strong sound design skills are expected, your focus is supporting the audio team similar to the capacity of an Audio Programmer. Heavy, complex scripting solutions that yield industry-leading, run-time audio is the focus of this role. Although not technically a programmer, some background in programming/scripting is a must. </p> <strong>Responsibilities</strong> <ul> <li>Design and script systems to play and mix audio at an industry-leading quality</li> <li>Work with the engineering team to turn scripted systems into code as needed</li> <li>Create audio assets of high quality using a wide array of tools and libraries</li> <li>Act as a lead on various aspects/features of the game, and represent audio to other disciplines</li> <li>Define and document needed features for audio technology</li> <li>Work with engineers to craft solutions to challenging audio needs</li> <li>Ability to set up and maintain audio equipment</li> </ul> <strong>Requirements</strong> <ul> <li>3+ shipped AAA titles</li> <li>5+ years of directly related industry experience</li> <li>Excellent communication and leadership skills</li> <li>Master-level understanding of interactive audio</li> <li>Ability to manage lead-level duties on the production timeline</li> <li>Can demonstrate previous work in a high-quality portfolio</li> <li>Must have experience with Wwise and Unreal Engine</li> <li>A desire to work and support a diverse and inclusive environment</li> </ul> <strong>Extra Credit</strong> <ul> <li>Credited engineering work</li> </ul> <p>Certain Affinity or its partners or affiliates run background checks on candidates or employees with the written authorization from the candidates or employees. These may be done for the purposes of offering employment or determining eligibility to work on a specific project. Multiple searches may be required. </p> <p><em>Certain Affinity does not accept unsolicited referrals or resumes from any source other than directly from candidates.</em></p> </div> <div class="btnFix"><a class="btnJobs" href="https://jobs.jobvite.com/careers/certainaffinity/job/oDaSefwD" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://twitter.com/markkilborn/status/1389267136166694917" target="_blank" rel="noopener noreferrer">Mark Kilborn @markkilborn</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Audio Engineer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Lemonpie</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Remote</span><br> <div class="jobDesc"><strong>Job description</strong> <p>Hey there! We’re <a href="https://lemonpie.fm/">Lemonpie</a>, a world-class podcast production agency, and we’re in search of a brilliant Audio Engineer to join our fast-growing team!</p> <p>Note: This is a full-time, remote position.</p> <strong>What You&#39;ll Do</strong> <ul> <li>Join the first few minutes of every client interview each week to do a pre-interview tech check with our hosts and guests (and ensure everything is setup correctly and everyone feels comfortable)</li> <li>Full episode production process (interview, solo, and even the some narrative style)<ul> <li>Dialog editing</li> <li>Sound design</li> <li>Mixing/mastering</li> <li>ID3 tagging</li> <li>Ordering and sending equipment to clients and guests</li> <li>File management<ul> <li>Retrieving raw files from recording platforms</li> <li>Labeling and organizing</li> <li>Archiving</li> <li>Creating transcripts using Descript</li> <li>Linking deliverables in Airtable</li> <li>Initial setup of podcast distribution</li> <li>Episode publishing</li> <li>Episode task management in Asana</li> </ul> </ul> </ul> <strong>Here are a few ways to know if you and this role could be friends:</strong> <ul> <li>You have 2+ years of podcast editing experience (or 1+ year and credible people call you a prodigy <img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f937-200d-2642-fe0f.png" alt=" Audio Jobs Advanced Technical Audio Designer Audio Director Audio Engineer Audio Lead Audio Producer / Engineer Audio Programmer Audio Software Engineer Dialogue Designer Game Audio Lecturer Lead Sound Designer Marketing Mixer and Music Editor Preset Designer / Demo Composer Senior Acoustic Engineer Senior Sound Designer Senior Technical Sound Designer Sound Artist Sound Designer & Mixer Vehicle Sound Designer Level 1 Adriane Kuzminski The Composer Success Series: Composing for Games – insights from Inon Zur: https://www.asoundeffect.com/composer-success-series-inon-zur/ A Sound Effect urn:uuid:dd72c11c-aaee-d144-30de-a02dbd9ce463 Wed, 05 May 2021 14:17:10 +0200 <img width="640" height="427" src="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/12184506/ComposerSuccessSeries_Inon_Zur-3.jpg" class="attachment-large size-large wp-post-image" alt="Composer Success Series Inon Zur" srcset="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/12184506/ComposerSuccessSeries_Inon_Zur-3.jpg 825w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/12184506/ComposerSuccessSeries_Inon_Zur-3-300x200.jpg 300w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/12184506/ComposerSuccessSeries_Inon_Zur-3-768x512.jpg 768w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/12184506/ComposerSuccessSeries_Inon_Zur-3-125x83.jpg 125w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/12184506/ComposerSuccessSeries_Inon_Zur-3-75x50.jpg 75w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/12184506/ComposerSuccessSeries_Inon_Zur-3-220x147.jpg 220w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/12184506/ComposerSuccessSeries_Inon_Zur-3-500x333.jpg 500w" sizes="(max-width: 640px) 100vw, 640px" /><p>Award-winning composer Inon Zur, on what it takes to get started and succeed in the game industry:</p> <p>The post <a rel="nofollow" href="https://www.asoundeffect.com/composer-success-series-inon-zur/">The Composer Success Series: Composing for Games &#8211; insights from Inon Zur:</a> appeared first on <a rel="nofollow" href="https://www.asoundeffect.com">A Sound Effect</a>.</p><img src="http://feeds.feedburner.com/~r/ASoundEffect/~4/O404fRXEUTA" height="1" width="1" alt=""/> Music Composer Guide Composer Success Series composing composing for video games game game music how to become a video game composer How to succeed as a game composer industry music score success Wwise Jennifer Walden Can you guess what’s making this sound? 3 new clues added! (Prizes from BOOM Library worth up to $1000) https://www.asoundeffect.com/soundquiz/ A Sound Effect urn:uuid:ed8bf592-a7be-65c9-4a94-689371f0d203 Tue, 04 May 2021 23:22:31 +0200 <img width="640" height="335" src="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3.jpg" class="attachment-large size-large wp-post-image" alt="Mystery Sound Quiz" srcset="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3.jpg 825w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3-300x157.jpg 300w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3-768x402.jpg 768w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3-125x65.jpg 125w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3-75x39.jpg 75w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3-220x115.jpg 220w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3-500x262.jpg 500w" sizes="(max-width: 640px) 100vw, 640px" /><p>Be sure to take part in the sound quiz for your chances to win sound effects libraries from BOOM Library worth $1000 in total:</p> <p>The post <a rel="nofollow" href="https://www.asoundeffect.com/soundquiz/">Can you guess what&#8217;s making this sound? 3 new clues added! (Prizes from BOOM Library worth up to $1000)</a> appeared first on <a rel="nofollow" href="https://www.asoundeffect.com">A Sound Effect</a>.</p><img src="http://feeds.feedburner.com/~r/ASoundEffect/~4/J5ugHJxepyI" height="1" width="1" alt=""/> A Sound Effect Guess The Sound Mystery Sound Quiz Name The Sound Sound Effect Quiz Sound Quiz What's That Sound Asbjoern Andersen Can you guess the Mystery Sound? 3 new clues added! (Prizes from BOOM Library worth up to $1000) https://www.asoundeffect.com/soundquiz/ A Sound Effect urn:uuid:478e78b4-f499-528b-38f8-758729042f60 Tue, 04 May 2021 23:22:31 +0200 <img width="640" height="335" src="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3.jpg" class="attachment-large size-large wp-post-image" alt="Mystery Sound Quiz" srcset="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3.jpg 825w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3-300x157.jpg 300w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3-768x402.jpg 768w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3-125x65.jpg 125w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3-75x39.jpg 75w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3-220x115.jpg 220w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/28115205/mystery-sound-quiz_3-500x262.jpg 500w" sizes="(max-width: 640px) 100vw, 640px" /><p>Be sure to take part in the sound quiz for your chances to win sound effects libraries from BOOM Library worth $1000 in total:</p> <p>The post <a rel="nofollow" href="https://www.asoundeffect.com/soundquiz/">Can you guess the Mystery Sound? 3 new clues added! (Prizes from BOOM Library worth up to $1000)</a> appeared first on <a rel="nofollow" href="https://www.asoundeffect.com">A Sound Effect</a>.</p><img src="http://feeds.feedburner.com/~r/ASoundEffect/~4/J5ugHJxepyI" height="1" width="1" alt=""/> A Sound Effect Guess The Sound Mystery Sound Quiz Name The Sound Sound Effect Quiz Sound Quiz What's That Sound Asbjoern Andersen Does headphone mixing software actually work? (Dsoniq Realphones) https://reaperblog.net/2021/05/dsoniq-realphones/ The REAPER Blog urn:uuid:0dc82388-c7e2-2d98-f3f7-85598d091666 Tue, 04 May 2021 17:40:38 +0200 <p>Does headphone calibration and virtual mix room software actually work?<br /> Jon tries out Realphones with a few pairs of headphones and sees if it helps get hmixes that are close to studio monitors.</p> The post <a href="https://reaperblog.net/2021/05/dsoniq-realphones/">Does headphone mixing software actually work? (Dsoniq Realphones)</a> first appeared on <a href="https://reaperblog.net">The REAPER BLOG</a>. Audio Mixing Techniques COOL PLUGINS TUTORIAL VIDEO Admin #StarWarsDay: How ‘The Mandalorian’ found the new Star Wars sound + 10 other Star Wars Sound Stories: https://www.asoundeffect.com/star-wars-sound-2021/ A Sound Effect urn:uuid:caae8a56-d00b-4fec-3506-981d3456a282 Tue, 04 May 2021 11:26:30 +0200 <img width="640" height="360" src="https://cdna.asoundeffect.com/wp-content/uploads/2020/01/15121851/star_wars_jedi_fallen_order_sound_4-1024x576.jpg" class="attachment-large size-large wp-post-image" alt="" srcset="https://cdna.asoundeffect.com/wp-content/uploads/2020/01/15121851/star_wars_jedi_fallen_order_sound_4-1024x576.jpg 1024w, https://cdna.asoundeffect.com/wp-content/uploads/2020/01/15121851/star_wars_jedi_fallen_order_sound_4-300x169.jpg 300w, https://cdna.asoundeffect.com/wp-content/uploads/2020/01/15121851/star_wars_jedi_fallen_order_sound_4-768x432.jpg 768w, https://cdna.asoundeffect.com/wp-content/uploads/2020/01/15121851/star_wars_jedi_fallen_order_sound_4-125x70.jpg 125w, https://cdna.asoundeffect.com/wp-content/uploads/2020/01/15121851/star_wars_jedi_fallen_order_sound_4-75x42.jpg 75w, https://cdna.asoundeffect.com/wp-content/uploads/2020/01/15121851/star_wars_jedi_fallen_order_sound_4-220x124.jpg 220w, https://cdna.asoundeffect.com/wp-content/uploads/2020/01/15121851/star_wars_jedi_fallen_order_sound_4-500x281.jpg 500w, https://cdna.asoundeffect.com/wp-content/uploads/2020/01/15121851/star_wars_jedi_fallen_order_sound_4.jpg 1454w" sizes="(max-width: 640px) 100vw, 640px" /><p>Join us on this deep-dive into the world of incredible Star Wars sound:</p> <p>The post <a rel="nofollow" href="https://www.asoundeffect.com/star-wars-sound-2021/">#StarWarsDay: How &#8216;The Mandalorian&#8217; found the new Star Wars sound + 10 other Star Wars Sound Stories:</a> appeared first on <a rel="nofollow" href="https://www.asoundeffect.com">A Sound Effect</a>.</p><img src="http://feeds.feedburner.com/~r/ASoundEffect/~4/SnOFX9pps5Q" height="1" width="1" alt=""/> Film sound Game audio May 4th Star Wars Sound May the Fourth Be With You Sound star wars sound star wars sound design Star Wars sound effects The Mandalorian sound design The Mandalorian sound effects Asbjoern Andersen I have Beef with Caelum Audio https://reaperblog.net/2021/05/caelum-audio-beef/ The REAPER Blog urn:uuid:53eb33df-6a24-6a3e-51e2-e81aaf3c14b6 Sat, 01 May 2021 17:40:10 +0200 <p>Beef is the new dirty tone box plugin from Caelum Audio. With controls for EQ, 6 types of distortion, dynamic noise, bit crushing, transient shaping and limiting, this is powerful tone shaper.</p> The post <a href="https://reaperblog.net/2021/05/caelum-audio-beef/">I have Beef with Caelum Audio</a> first appeared on <a href="https://reaperblog.net">The REAPER BLOG</a>. COOL PLUGINS TUTORIAL VIDEO Admin 19 great new audio jobs at Jagex, Blizzard, Lunar Animation, Sound and Music, PUBG, Ubisoft (Multiple Locations), Funcom, 343, Roblox, Mythical Games, Keywords Tokyo, Quantic Dream, DICE LA, The Washington Post, and Bosch México https://soundlister.com/great-new-audio-jobs-at-jagex-blizzard-lunar-animation-sound-and-music-pubg-ubisoft-multiple-locations-funcom-343-roblox-mythical-games-keywords-tokyo-quantic-dream-dice-la-the-washingt/ Soundlister.com urn:uuid:6044923c-f3dc-3b19-a2ba-58fd9bd9f5ac Thu, 29 Apr 2021 22:25:52 +0200 <p><img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" />Wanted: Junior Audio Designers, Sound Designer, Audio Designer, Audio Director, Freelance Summer School Producer, Senior Sound Designer, Audio Programmer, Audio Technical Designer, Global Music Partnerships Intern, Contract Senior Sound Designer, Audio Manager, Audio Lead, Assistant Voice Over Designer, Audio Engineer, and Lead Product Owner for Audio</p> <p>The post <a rel="nofollow" href="https://soundlister.com/great-new-audio-jobs-at-jagex-blizzard-lunar-animation-sound-and-music-pubg-ubisoft-multiple-locations-funcom-343-roblox-mythical-games-keywords-tokyo-quantic-dream-dice-la-the-washingt/">19 great new audio jobs at Jagex, Blizzard, Lunar Animation, Sound and Music, PUBG, Ubisoft (Multiple Locations), Funcom, 343, Roblox, Mythical Games, Keywords Tokyo, Quantic Dream, DICE LA, The Washington Post, and Bosch México</a> appeared first on <a rel="nofollow" href="https://soundlister.com">Soundlister.com</a>.</p> <img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" /><div style="padding-bottom: 40px;"> <div class="frm_forms with_frm_style frm_style_job-submission-style" id="frm_form_21_container" > <form enctype="multipart/form-data" method="post" class="frm-show-form frm_pro_form " id="form_frd89" > <div class="frm_form_fields "> <fieldset> <legend class="frm_hidden">Job Subscription</legend> <div class="frm_fields_container"> <input type="hidden" name="frm_action" value="create" /> <input type="hidden" name="form_id" value="21" /> <input type="hidden" name="frm_hide_fields_21" id="frm_hide_fields_21" value="" /> <input type="hidden" name="form_key" value="frd89" /> <input type="hidden" name="item_meta[0]" value="" /> <input type="hidden" id="frm_submit_entry_21" name="frm_submit_entry_21" value="21953f2fe1" /><input type="hidden" name="_wp_http_referer" value="/feed/" /><label for="frm_verify_21" class="frm_screen_reader frm_hidden">If you are human, leave this field blank.</label> <input type="text" class="frm_hidden frm_verify" id="frm_verify_21" name="frm_verify" value="" /> <p><center></p> <div id="frm_field_272_container" class="frm_form_field frm_html_container form-field"><center></p> <h3>Get exciting new audio job opportunities delivered straight to your inbox</h3> <p></center></div> <p></center></p> <div id="frm_field_271_container" class="frm_form_field form-field frm_none_container frm_first frm_half"> <label for="field_adbxe" class="frm_primary_label">Email Address <span class="frm_required"></span> </label> <input type="email" id="field_adbxe" name="item_meta[271]" value="" placeholder="Enter email address" data-invmsg="Email Address is invalid" /> </div> <input type="hidden" name="item_key" value="" /> <div class="frm_submit frm_half"> <input type="submit" value="Subscribe" class="frm_final_submit" /> <img class="frm_ajax_loading" src="https://soundlister.com/wp-content/plugins/formidable/images/ajax_loader.gif" alt="Sending"/> </div></div> </fieldset> </div> </form> </div> </div> <div style="padding-bottom: 20px;"><p>We came across interesting new jobs at Jagex, Ubisoft Bucharest, Blizzard Irvine, and Kickstart (Splash Damage, Jagex, Futurlab, etc. &#8211; UK-only) &#8211; and they&#8217;re looking for a Junior Audio Designer (England), Junior Sound Designer (Romania), Sound Designer (CA, US), and Junior Audio Designers (England).</p> <p>We also found openings for an <a href="https://jobs.smartrecruiters.com/Ubisoft2/743999742970308-audio-designer" target="_blank" rel="noopener noreferrer">Audio Designer</a> at Ubisoft Montréal (QC, Canada), <a href="https://soundandmusic.org/opportunity/freelance-summer-school-producer/" target="_blank" rel="noopener noreferrer">Freelance Summer School Producer</a> at Sound and Music (England), <a href="https://boards.greenhouse.io/pubgsanramon/jobs/4564895002" target="_blank" rel="noopener noreferrer">Senior Sound Designer</a> at PUBG San Ramon (CA, US), <a href="https://jobs.smartrecruiters.com/Ubisoft2/743999720511188-audio-programmer" target="_blank" rel="noopener noreferrer">Audio Programmer</a> at Ubisoft Winnepeg (MB, Canada), <a href="https://jobs.smartrecruiters.com/Ubisoft2/743999743128160-audio-director-unannounced-project-365-?trid=162ef3c2-cdcc-47a9-8327-c69d95269302" target="_blank" rel="noopener noreferrer">Audio Director</a> at Ubisoft Newcastle (England), <a href="https://t.co/ilk3Lrqhyg?amp=1" target="_blank" rel="noopener noreferrer">Audio Designer</a> at Funcom (Norway), <a href="https://careers.microsoft.com/us/en/job/1011650/Audio-Technical-Designer" target="_blank" rel="noopener noreferrer">Audio Technical Designer</a> at 343 Industries (WA, US), <a href="https://gamejobs.co/Global-Music-Partnerships-Intern-Summer-2021-at-Roblox" target="_blank" rel="noopener noreferrer">Global Music Partnerships Intern</a> at Roblox (CA, US), <a href="https://boards.greenhouse.io/mythicalgames/jobs/4490427003" target="_blank" rel="noopener noreferrer">Contract Senior Sound Designer</a> at Mythical Games Seattle (WA, US), <a href="https://gamejobs.co/Audio-Manager-%e3%82%aa%e3%83%bc%e3%83%87%e3%82%a3%e3%82%aa-%e4%ba%8b-%e6%a5%ad-%e9%83%a8-%e9%95%b7-at-Keyword-Studios" target="_blank" rel="noopener noreferrer">Audio Manager</a> at Keywords Tokyo (Japan), <a href="https://gamejobs.co/Lead-Audio-H-F-at-Quantic-Dream" target="_blank" rel="noopener noreferrer">Audio Lead</a> at Quantic Dream (France), <a href="https://www.boomlibrary.com/blog/job-lunar-animation/" rel="noopener noreferrer" target="_blank">Sound Designer / Mixer</a> at Lunar Animation (UK), <a href="https://www.linkedin.com/jobs/view/2510801737/" target="_blank" rel="noopener noreferrer">Assistant Voice Over Designer</a> at DICE LA (CA, US), <a href="https://washpost.wd5.myworkdayjobs.com/en-US/washingtonpostcareers/job/DC-Washington-TWP-Headquarters/Audio-Engineer_JR-90272259" target="_blank" rel="noopener noreferrer">Audio Engineer</a> at The Washington Post (DC, US), and <a href="https://www.linkedin.com/jobs/view/2464848882" target="_blank" rel="noopener noreferrer">Lead Product Owner for Audio</a> at Bosch México (JA, México).<br><br> And be sure to check out the <a href="https://www.facebook.com/groups/audiojobs" rel="noopener noreferrer" target="_blank">The Audio Jobs group</a> for more opportunities. Happy job hunting!</p> </div> <hr> <strong>Highlight &#8211; sound stories this week:</strong><br> → <a href="https://www.asoundeffect.com/zack-snyders-justice-league-sound/" target="_blank" rel="noopener noreferrer">Behind the sound for Zack Snyder’s <em>Justice League</em></a>, with Scott Hecker, Chuck Michael, &#038; Gary Hecker<br> → <a href="https://www.asoundeffect.com/a-sound-effect-gang-award-thelastofus2/" rel="noopener noreferrer" target="_blank">A Sound Effect wins a G.A.N.G Award!</a><br> → How 344 Audio made their <a href="https://www.asoundeffect.com/geese-sound-effects-library/" target="_blank" rel="noopener noreferrer">great ‘Geese’ sound effects library</a> (includes free sound effects!)<br> → Behind <a href="https://www.asoundeffect.com/sound-of-metal-best-sound-oscar/" target="_blank" rel="noopener noreferrer"><em>Sound of Metal</em>’s extraordinary – and ‘Best Sound’ Oscar-winning – audio</a><br> → Can you guess what’s making this sound? If so, you could win <a href="https://www.asoundeffect.com/soundquiz/" target="_blank" rel="noopener noreferrer">sound effects worth up to $1000!</a><br> <hr> <br> <div class="note"><strong><span style="font-size: 24px;">Junior Audio Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Jagex</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Cambridge, UK</span><br> <div class="jobDesc"><strong>Job description</strong> <p>To our wonderful friends and followers around the world, Jagex is not pausing its search for the most talented people to join its ranks. We’re a successful, robust and growing business, after all.</p> <p>In light of the current situation concerning coronavirus, we have already made changes to the way we recruit, and of course are mindful of following all necessary processes to ensure the safety of our staff and anyone we might come into contact with.</p> <p>Jagex has switched to working almost entirely remotely, and in line with that our recruitment and selection process has moved to an entirely remote one with video calls being the preferred method of interview.</p> <p>Our hiring managers are engaged, we are well-prepared and we sincerely look forward to talking to you soon. Our team of expert recruiters will be in touch with you to talk you through the process and changes and what to expect.</p> <p>So, don’t delay, get that application in today!</p> <p><strong>Company Overview:</strong><br> A leader in creating deep and engaging experiences on PC and mobile, Jagex was founded in 2001 and is today one of the UK’s biggest and most respected video game developers and publishers.</p> <p>Famed for its flagship MMOs RuneScape and Old School RuneScape, Jagex has welcomed more than 260million player accounts to its world and created a $1bn lifetime franchise revenue. Today the RuneScape franchise exists beyond running games in live operations; our titles are living games that connect and inspire millions of players, with content and experiences both inside and outside of inexhaustible game worlds.</p> <p>Both RuneScape and Old School RuneScape, on PC and mobile, offer ever-evolving, highly-active worlds and our community-focussed development ethos empowers players to have a real say in how each game is shaped.</p> <p>Jagex is expanding and extending its portfolio with fresh franchise titles, new IP and, in 2018 launched Jagex Partners, delivering third-party publishing and operational services exclusively for the living games of the future.</p> <p>Jagex employs more than 400 people at its Cambridge headquarters and is on the hunt for talented people to work across the business to help the company to achieve yet another year of record growth and player satisfaction.</p> <p><strong>Job Purpose:</strong><br> Under supervision assists with the design and creation of music/sound design/voiceover in assigned areas of product development that meets the audio direction criteria and quality bar.</p> <strong>Main Duties and Responsibilities:</strong> <ul> <li>Delivery of professional level sound design, music and dialogue for Jagex’s games and marketing material, under supervision.</li> <li>Working closely with designers and level designers to ensure that the audio design supports the game design</li> <li>Recording, editing and cataloging audio for the game projects and team’s central sound library. </li> <li>Taking ownership of all audio for certain areas of content. </li> <li><strong>PLEASE NOTE WE WOULD LIKE TO SEE BOTH A COVER LETTER AND SHORT DEMO REEL WITH EACH APPLICATION</strong></li> </ul> <strong>What we are looking for:</strong> <ul> <li>Has a passion for games and the desire to make them</li> <li>Understands sound design concepts and music theory and concepts and their application in game audio. </li> <li>Has a good working knowledge of industry standard audio tools for creating audio assets</li> <li>Has knowledge of game audio techniques and audio production fundamentals</li> <li>Has a good understanding of the game development process</li> <li>Has some basic level game engine experience </li> <li>Demonstrates a willingness and ability to learn and give and accept constructive feedback</li> <li>Has the ability to develop and communicate basic ideas and concepts</li> <li>Has strong communication skills </li> <li>Willingness to work to a brief, adopt working practices and work within the stated boundaries, whilst also demonstrating initiative and creativity</li> <li>Is proactive and self-organised</li> </ul> <strong>Even better if you have (but not essential):</strong> <ul> <li>Has some knowledge of coding/scripting</li> <li>Has some experience of video editing</li> <li>Has the ability to compose music in a wide range of styles</li> </ul> <strong>Company Benefits:</strong> <ul> <li>Flexible Working<ul> <li>Bonus Scheme</li> <li>Private Health Care</li> <li>Gym Membership</li> <li>Generous Pension Contributions</li> <li>Life Insurance</li> <li>Free Cycle Repair</li> <li>Income Protection</li> <li>Dental Plan</li> <li>Free Fruit and Drinks</li> <li>Subsidised Canteen</li> </ul> </li> </ul> <p>Feel like you fit this role, but don’t meet all the requirements? We strive for fresh perspectives, so as long as you can demonstrate how your attitude and other abilities might make up for any gaps we would welcome your application!</p> <p>Jagex are an equal opportunities employer and positively encourages applications from suitably qualified and eligible candidates regardless of sex, race, disability, age, sexual orientation, gender reassignment, marriage or civil partnership, pregnancy or maternity, religion or belief.</p> </div> <div class="btnFix"><a class="btnJobs" href="https://jobs.lever.co/jagex/63f6a736-8123-4704-ab7b-fe4734a38562" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://jobs.lever.co/jagex" target="_blank" rel="noopener noreferrer">Jobs Lever</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Junior Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Ubisoft Bucharest</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Bucharest, Romania</span><br> <div class="jobDesc"><strong>Job description</strong> <p><strong>Ubisoft Bucharest</strong> has been an important pillar for the local gaming industry since 1992, being the first Ubisoft production studio outside France. It has a strong history of contributing to iconic AAA franchises such as Assassin’s Creed, Tom Clancy&#39;s Ghost Recon, Watch Dogs and Just Dance, and has helped develop a total of over <strong>60 games</strong>. Today, the studio is the <strong>2nd</strong> largest Ubisoft studio worldwide and continues to tackle the biggest challenges in gaming and technology, contributing to the creation of new and amazing games</p> <strong>Job Description</strong> <p>Participates in creating audio content (sound design, music, and voiceover) under supervision and supports their integration.</p> <strong>Your main mission:</strong> <ul> <li>Analyze high-level game mechanics and determine an appropriate audio treatment</li> <li>Work closely with game designers, level designers and programmers to ensure that the audio design supports the design intention</li> <li>Use your knowledge of audio tools and game editors in order to integrate audio content, fix bugs and create new functionalities</li> <li>Ensure that the audio content you produce functions as intended, once implemented in the game</li> <li>Apply audio concepts (sound manipulation tools, music theory etc.) as part of your working audio designs</li> <li>Respect the imposed deadline for finalizing the received tasks</li> </ul> <strong>What you’ll bring as experience:</strong> <ul> <li>Production Pipelines and Technology<ul> <li>Understands the basic processes and typical game production life cycles</li> <li>Understands and is able to work with deadlines</li> </ul> </li> <li>Audio documentation:<ul> <li>Knows the importance of documentation and planning for game productions and create additional documentation if needed.</li> </ul> </li> <li>Music and Audio Design<ul> <li>Solid skills in various DAWs (Reaper &#8211; is preferred, Nuendo, Cubase, Pro Tools, Ableton…) and Audio Editing Tools (Sound Forge, Wavelab…)</li> <li>Has basic knowledge of music theory and concepts (rhythm, harmony, etc)</li> <li>Is able to create and implement audio content – SFX, Foley, UI/Menu, Music etc </li> </ul> </li> <li>Game Audio Production Tools<ul> <li>Is comfortable working with audio pipeline packages</li> <li>Understands the basic functions of an audio engine</li> <li>Has basic knowledge about field recording (ambiance sounds)</li> </ul> </li> </ul> <strong>What You&#39;ll Bring As a Colleague:</strong> <ul> <li>Must be motivated and passionate about sound design and video games</li> <li>Self-driven, team player and willingness to learn</li> <li>Fluent in English, both verbally and written</li> </ul> <strong>Ubisoft Romania</strong> is defined by three main pillars: <ul> <li>Production: creates amazing games that have a strong impact on tens of millions of players around the world;</li> <li>IT: delivers reliable services and engineers products for Ubisoft’s community of players, game development teams and employees;</li> <li>Quality Control: guarantees a smooth and non-interrupted experience by maximizing the quality of the games.</li> </ul> <p>You will have the chance to work with the latest technologies and collaborate with our talented teams from around the world.</p> <p>We aspire to offer our employees an environment and culture where everyone can thrive. We offer a variety of perks that support physical, emotional and intellectual well-being such as health and benefit packages, opportunities for career development and learning, free access to bikes and a library at your disposal.</p> <p>Find out more about Ubisoft Romania: <a href="https://www.ubisoft.com/en-US/studio/bucharest.aspx"><strong>https://www.ubisoft.com/en-US/studio/bucharest.aspx</strong></a><br> Facebook: <a href="https://www.facebook.com/UbisoftRomania/"><strong>https://www.facebook.com/UbisoftRomania/</strong></a><br> Instagram: <a href="https://www.instagram.com/ubisoftro/"><strong>https://www.instagram.com/ubisoftro/</strong></a><br> LinkedIn: <a href="https://www.linkedin.com/company/ubisoft-bucharest"><strong>https://www.linkedin.com/company/ubisoft-bucharest</strong></a></p> <p><strong>About Ubisoft</strong><br> Ubisoft’s 19.000 team members, working across more than 40 locations around the world, are bound by a common mission to enrich players’ lives with original and memorable gaming experiences. Their dedication and talent has brought to life many acclaimed franchises such as Assassin’s Creed, Far Cry, Watch Dogs, Just Dance, Rainbow Six, and many more to come. Ubisoft is an equal opportunity employer that believes diverse backgrounds and perspectives are key to creating worlds where both players and teams can thrive and express themselves. If you are excited about solving game-changing challenges, cutting edge technologies and pushing the boundaries of entertainment, we invite you to join our journey and help us Create the unknown.</p> <p><em>If this sounds like you, please apply via our career portal. The application should include your resume, highlighting your experience, education and skills.</em></p> </div> <div class="btnFix"><a class="btnJobs" href="https://jobs.smartrecruiters.com/Ubisoft2/743999740631386-junior-sound-designer" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://jobs.smartrecruiters.com/Ubisoft2" target="_blank" rel="noopener noreferrer">Ubisoft Careers</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Blizzard Irvine</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Irvine, CA, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>Blizzard Entertainment is looking for a full-time sound designer to bolster our ranks. We are looking for a champion of audio with a strong creative vision and an internal desire to wield a mighty sonic arsenal in their pursuit of audio perfection. Come join our audio guild and help us define the future sound of an unannounced project for mobile.</p> <p>The ideal candidate needs to have extensive experience with sound design and environmental audio for mobile. As a member of the team, you will work directly with both the creative lead and game producer to align creative vision and goals. You must be comfortable operating in a professional manner while constantly interfacing with the various artists, designers, and engineers in bringing their characters, creatures, and environments to life. The sound designer engages with music compatriots to explore aesthetic opportunities and resolve any possible sonic conflicts. The sound designer also contributes to a game&#39;s user interface to present players with audio feedback as they interact with the interface. The ideal candidate is also able to collaborate with game designers in crafting an audio experience that complements and melds seamlessly with the gameplay. This person should also have an outstanding ability to not only create excellent, original content, but to successfully integrate it into the final product—working with other designers, actors, artists, producers, and programmers to make sure that great concepts make the transition from the microphone to the game.</p> <p>If you’re ready to tackle the challenge of helping realize a new epic Blizzard experience, we want to hear from you!</p> <p><strong>COVID-19 Hiring Update:</strong> We’ve transitioned to a work-from-home model and we’re continuing to interview and hire during this time. This role is expected to begin as a remote position. We understand each person’s circumstances may be unique and will work with you to explore possible interim options.</p> <strong>Requirements</strong> <ul> <li>Shipped multiple titles in the role of sound designer</li> <li>Experience specifically in creating outstanding soundscapes and sound assets for mobile games</li> <li>A proven legacy of utilizing one’s artistic &quot;voice&quot; in furthering a storyline via the medium of sound</li> <li>Experience utilizing sound effect recording sessions to gather resources for audio production</li> <li>Experience creatively producing sound effects, backgrounds, and Foley for games</li> <li>Experience working with commercial and/or proprietary audio implementation tools</li> <li>Experience working in DAW workstations, such as Nuendo, Pro Tools, REAPER, etc.</li> <li>Able to work with equal effectiveness in both team and solo creative environments</li> <li>Experience editing and conforming sound-to-picture</li> <li>Experience mixing in stereo and surround-sound formats</li> <li>Experience using and troubleshooting Windows and Macintosh operating systems</li> <li>Demo reel or audio portfolio including representative examples Audio Jobs Assistant Voice Over Designer Audio Designer Audio Director Audio Engineer Audio Lead Audio Manager Audio Programmer Audio Technical Designer Composer Contract Senior Sound Designer Freelance Summer School Producer Global Music Partnerships Intern Junior Audio Designer Junior Audio Designers Junior Sound Designer Lead Product Owner for Audio Senior Sound Designer Sound Designer Adriane Kuzminski 4 Ways to reduce CPU load in REAPER https://reaperblog.net/2021/04/cpu-load/ The REAPER Blog urn:uuid:9ec42523-f852-25b2-f05a-469a699fd968 Thu, 29 Apr 2021 17:33:14 +0200 <p>Four things you can do to dramatically lower the CPU load in a REAPER project.</p> The post <a href="https://reaperblog.net/2021/04/cpu-load/">4 Ways to reduce CPU load in REAPER</a> first appeared on <a href="https://reaperblog.net">The REAPER BLOG</a>. TUTORIAL VIDEO Admin A Sound Effect wins a Game Audio Network Guild Award for our ‘The Last of Us Part II’ sound story! https://www.asoundeffect.com/a-sound-effect-gang-award-thelastofus2/ A Sound Effect urn:uuid:b0ac1cf6-3ad5-fbfe-c8b7-c7b31dd90fe4 Thu, 29 Apr 2021 12:25:52 +0200 <img width="640" height="335" src="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/29113325/GANG-Award-winner_.jpg" class="attachment-large size-large wp-post-image" alt="A Sound Effect Game Audio Network Guild Award Winner" srcset="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/29113325/GANG-Award-winner_.jpg 825w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/29113325/GANG-Award-winner_-300x157.jpg 300w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/29113325/GANG-Award-winner_-768x402.jpg 768w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/29113325/GANG-Award-winner_-125x65.jpg 125w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/29113325/GANG-Award-winner_-75x39.jpg 75w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/29113325/GANG-Award-winner_-220x115.jpg 220w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/29113325/GANG-Award-winner_-500x262.jpg 500w" sizes="(max-width: 640px) 100vw, 640px" /><p>We're thrilled to have won a G.A.N.G Award for our sound story on The Last of Us Part II</p> <p>The post <a rel="nofollow" href="https://www.asoundeffect.com/a-sound-effect-gang-award-thelastofus2/">A Sound Effect wins a Game Audio Network Guild Award for our &#8216;The Last of Us Part II’ sound story!</a> appeared first on <a rel="nofollow" href="https://www.asoundeffect.com">A Sound Effect</a>.</p><img src="http://feeds.feedburner.com/~r/ASoundEffect/~4/KGL1aoUBDlU" height="1" width="1" alt=""/> A Sound Effect Game audio A Sound Effect Award A Sound Effect Award-winning A Sound Effect GANG Award 2021 Jennifer Walden Award The Last of Us Part II Award Asbjoern Andersen Serving up Super Sound for ‘Zack Snyder’s Justice League’ https://www.asoundeffect.com/zack-snyders-justice-league-sound/ A Sound Effect urn:uuid:9f92cf9d-7f00-bb2a-4fb4-6e3a9b4cd0b8 Wed, 28 Apr 2021 14:52:42 +0200 <img width="640" height="358" src="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/22180123/JusticeLeague_sound-03.jpg" class="attachment-large size-large wp-post-image" alt="JusticeLeague_sound-03" srcset="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/22180123/JusticeLeague_sound-03.jpg 825w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/22180123/JusticeLeague_sound-03-300x168.jpg 300w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/22180123/JusticeLeague_sound-03-768x429.jpg 768w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/22180123/JusticeLeague_sound-03-125x70.jpg 125w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/22180123/JusticeLeague_sound-03-75x42.jpg 75w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/22180123/JusticeLeague_sound-03-220x123.jpg 220w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/22180123/JusticeLeague_sound-03-500x279.jpg 500w" sizes="(max-width: 640px) 100vw, 640px" /><p>Behind the sound for Zack Snyder's Justice League - with supervising sound editor Scott Hecker, sound designer Chuck Michael, and Foley supervisor Gary Hecker:</p> <p>The post <a rel="nofollow" href="https://www.asoundeffect.com/zack-snyders-justice-league-sound/">Serving up Super Sound for &#8216;Zack Snyder&#8217;s Justice League&#8217;</a> appeared first on <a rel="nofollow" href="https://www.asoundeffect.com">A Sound Effect</a>.</p><img src="http://feeds.feedburner.com/~r/ASoundEffect/~4/MUaxqUWqZTo" height="1" width="1" alt=""/> Film sound dark effects chain FabFilter Foley Kyma lasso mics powers processing props ring superhero tone trident vocals Jennifer Walden How 344 Audio made their great ‘Geese’ sound effects library (includes free sound effects!) https://www.asoundeffect.com/geese-sound-effects-library/ A Sound Effect urn:uuid:76cb9e7d-d7d8-cb69-ee87-baf62e210d20 Tue, 27 Apr 2021 15:01:16 +0200 <img width="640" height="422" src="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20223556/GeeseLibrary_sound-02.jpg" class="attachment-large size-large wp-post-image" alt="GeeseLibrary_sound-02" srcset="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20223556/GeeseLibrary_sound-02.jpg 825w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20223556/GeeseLibrary_sound-02-300x198.jpg 300w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20223556/GeeseLibrary_sound-02-768x506.jpg 768w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20223556/GeeseLibrary_sound-02-125x82.jpg 125w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20223556/GeeseLibrary_sound-02-75x49.jpg 75w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20223556/GeeseLibrary_sound-02-220x145.jpg 220w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20223556/GeeseLibrary_sound-02-500x330.jpg 500w" sizes="(max-width: 640px) 100vw, 640px" /><p>What it took to capture the sounds of geese for 344 Audio's new sound effects library:</p> <p>The post <a rel="nofollow" href="https://www.asoundeffect.com/geese-sound-effects-library/">How 344 Audio made their great &#8216;Geese&#8217; sound effects library (includes free sound effects!)</a> appeared first on <a rel="nofollow" href="https://www.asoundeffect.com">A Sound Effect</a>.</p><img src="http://feeds.feedburner.com/~r/ASoundEffect/~4/i50zsuheV3A" height="1" width="1" alt=""/> SFX interview bird sound effects bird sound library geese sound effects goose sound effects Jennifer Walden 165 – Recording Deserts Roundtable https://tonebenderspodcast.com/165-recording-deserts/ TonebendersPodcast.com urn:uuid:b31b9948-5083-e249-5dda-4e2b70febd1d Tue, 27 Apr 2021 13:46:41 +0200 We talked with an amazing lineup of recordists for this one: Bethan Kellough Zach Goheen Thomas Rex Beverly George Vlad Some gear recommended in this&#8230; Blog Post Case Study Interview ReneC Resurface Opens in Latin America // Resurface Abre en America Latina https://resurface.audio/resurface-opens-in-latin-america-resurface-abre-en-america-latina/ Page Array – Resurface urn:uuid:f380a384-1ed3-309b-c01c-318b17c21495 Tue, 27 Apr 2021 09:22:32 +0200 <p>Resurface is now represented in the Latin America by Omar Martinez, based in Mexico City // Resurface será representado en America Latina por Omar Martinez, basado en Ciudad de México.</p> <p>The post <a rel="nofollow" href="https://resurface.audio/resurface-opens-in-latin-america-resurface-abre-en-america-latina/">Resurface Opens in Latin America // Resurface Abre en America Latina</a> appeared first on <a rel="nofollow" href="https://resurface.audio">Resurface</a>.</p> <div style="height:33px" aria-hidden="true" class="wp-block-spacer"></div> <p>Within a few short weeks of Resurface opening an LA-based operation, we are excited to announce our in-person presence in Latin America.</p> <p>Once again fuelled by increased demand, Resurface is now represented in the region by Omar Martinez, based in Mexico City.</p> <div class="wp-block-image"><figure class="alignright is-resized"><img src="https://resurface.audio/wp-content/uploads/Omar-300x300.png" alt="Omar Martinez" class="wp-image-15592" width="140" height="140" srcset="https://resurface.audio/wp-content/uploads/Omar-300x300.png 300w, https://resurface.audio/wp-content/uploads/Omar-150x150.png 150w, https://resurface.audio/wp-content/uploads/Omar-1024x1024.png 1024w, https://resurface.audio/wp-content/uploads/Omar-100x100.png 100w" sizes="(max-width: 140px) 85vw, 140px" /></figure></div> <p>Already well known to the Resurface team in his former role as <em>Technical Sales Specialist, Latin America</em> at Avid, Omar is an experienced Sound Technology Specialist with more than 25 years in the media and entertainment industry.</p> <p>Omar’s deep knowledge of the technology and local markets will bring enormous benefit to buyers and sellers hoping to trade within Latin America and from around the world.</p> <p>Omar loves audio, technology, football, coffee and good wine.  He’ll fit in just fine.</p> <div style="height:20px" aria-hidden="true" class="wp-block-spacer"></div> <div style="height:20px" aria-hidden="true" class="wp-block-spacer"></div> <div class="wp-block-button aligncenter"><a class="wp-block-button__link has-background" href="mailto: omar@resurface.audio" style="background-color:#939598">Get in touch with Omar</a></div> <div style="height:20px" aria-hidden="true" class="wp-block-spacer"></div> <hr class="wp-block-separator"/> <div style="height:20px" aria-hidden="true" class="wp-block-spacer"></div> <p>A solo unas semanas de la apertura de Resurface en Los Angeles, estamos muy emocionados &nbsp;de anunciar nuestras operaciones en America Latina.</p> <p>Debido a la alta demanda en operaciones, Resurface será representado en America Latina por Omar Martinez, basado en Ciudad de México.</p> <p>Un viejo conocido del equipo de Resurface en su rol anterior como <em>Especialista en Ventas Técnicas para America Latina</em> de Avid, Omar es un Especialista en Tecnologías de Audio con más de 25 años en la industria del entretenimiento. Con su amplio conocimiento del mercado latinoamericano y la tecnología traerá un gran beneficio a los compradores y vendedores de América Latina y del resto del mundo.</p> <p>Omar ama el audio, la tecnología el café y un buen vino. Estamos seguros que es una gran adición al equipo.</p> <div style="height:40px" aria-hidden="true" class="wp-block-spacer"></div> <div class="wp-block-button aligncenter"><a class="wp-block-button__link has-background" href="mailto: omar@resurface.audio" style="background-color:#939598">Conatactar a Omar</a></div> <div style="height:193px" aria-hidden="true" class="wp-block-spacer"></div> <span class="rad_rapidology_bottom_trigger"></span><p>The post <a rel="nofollow" href="https://resurface.audio/resurface-opens-in-latin-america-resurface-abre-en-america-latina/">Resurface Opens in Latin America // Resurface Abre en America Latina</a> appeared first on <a rel="nofollow" href="https://resurface.audio">Resurface</a>.</p> News Ben Nemes Control Surface Integrator FAQ (& my config) https://reaperblog.net/2021/04/csi-faq/ The REAPER Blog urn:uuid:dbd824af-4981-1fdc-88b6-c8872c47b310 Mon, 26 Apr 2021 19:57:12 +0200 <p>Frequently asked questions about the Control Surface Integrator for REAPER.</p> The post <a href="https://reaperblog.net/2021/04/csi-faq/">Control Surface Integrator FAQ (& my config)</a> first appeared on <a href="https://reaperblog.net">The REAPER BLOG</a>. REAPER FAQ REAPER RESOURCES TUTORIAL VIDEO Admin Behind Sound of Metal’s extraordinary – and ‘Best Sound’ Oscar-winning – audio: https://www.asoundeffect.com/sound-of-metal-best-sound-oscar/ A Sound Effect urn:uuid:a71bdf30-efe2-7fdf-7066-383f06b14932 Mon, 26 Apr 2021 10:05:14 +0200 <img width="640" height="388" src="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/26095847/sound_of_metal_oscar_best_sound.jpg" class="attachment-large size-large wp-post-image" alt="Behind the Oscar-winning audio for Sound of Metal" srcset="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/26095847/sound_of_metal_oscar_best_sound.jpg 825w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/26095847/sound_of_metal_oscar_best_sound-300x182.jpg 300w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/26095847/sound_of_metal_oscar_best_sound-768x465.jpg 768w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/26095847/sound_of_metal_oscar_best_sound-125x76.jpg 125w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/26095847/sound_of_metal_oscar_best_sound-75x45.jpg 75w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/26095847/sound_of_metal_oscar_best_sound-220x133.jpg 220w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/26095847/sound_of_metal_oscar_best_sound-500x303.jpg 500w" sizes="(max-width: 640px) 100vw, 640px" /><p>How the Oscar-winning sound for 'Sound of Metal' was created:</p> <p>The post <a rel="nofollow" href="https://www.asoundeffect.com/sound-of-metal-best-sound-oscar/">Behind Sound of Metal&#8217;s extraordinary &#8211; and &#8216;Best Sound&#8217; Oscar-winning &#8211; audio:</a> appeared first on <a rel="nofollow" href="https://www.asoundeffect.com">A Sound Effect</a>.</p><img src="http://feeds.feedburner.com/~r/ASoundEffect/~4/OCWlRnHq4Ms" height="1" width="1" alt=""/> Film sound Behind the Oscar-winning audio for Sound of Metal Best Sound Oscar Best Sound Oscar 2021 Sound of Metal Best Sound Oscar Sound of Metal oscar sound Asbjoern Andersen Okefenokee Swamp: Sounds From One of the Largest Swamps In The World https://acousticnature.com/journal/recording-nature-sounds-in-the-okefenokee-swamp Acoustic Nature - Field Recording Blog urn:uuid:0c036a5e-a3d7-a033-4809-1b2262101143 Mon, 26 Apr 2021 01:22:52 +0200 Join me on a field recording trip into the Okefenokee Swamp where I record the sounds of this primeval landscape! &nbsp;<h3><em>Join me on a field recording trip to the Okefenokee Swamp in Georgia where I capture the sounds of this primeval landscape.</em></h3>&nbsp;&nbsp; <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1619369829994-K7P2EAHD0ZXY6FL2WSPJ/ke17ZwdGBToddI8pDm48kFT-_JTSz9F8aN2K_3f4bm8UqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcBgf58c_doqJWc7Spy4BPKgQmv7rBLPm6QsrZDbitO9pIZBakO5JsGAxmkFYEirss/Okefenokee-Swamp-Nature-Sounds-Blog-Header.jpg" data-image-dimensions="1200x785" data-image-focal-point="0.5,0.5" alt="Join me on a field recording trip to the Okefenokee Swamp in Georgia where I capture the sounds of this primeval landscape." data-load="false" data-image-id="60859f6579061c4ec49e4d0f" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1619369829994-K7P2EAHD0ZXY6FL2WSPJ/ke17ZwdGBToddI8pDm48kFT-_JTSz9F8aN2K_3f4bm8UqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcBgf58c_doqJWc7Spy4BPKgQmv7rBLPm6QsrZDbitO9pIZBakO5JsGAxmkFYEirss/Okefenokee-Swamp-Nature-Sounds-Blog-Header.jpg?format=1000w" /> </figure> <p class="">While <a href="https://acousticnature.com/journal/how-to-find-quiet-nature-places-near-you" target="_blank">searching for quiet places</a> for my road trip, I stumbled on the Okefenokee Swamp and instantly fell in love. The Okefenokee is one of the largest, intact swamps in the entire world. There’s only one road into the swamp and it terminates at Stephen C. Foster State Park, a Gold-tier International Dark Sky Park. </p><p class="">I was very excited to hear and record the sounds of this remote location filled with a great diversity of life. I booked a three-night trip from April 9th - 12th with some help from my supporters on <a href="https://ko-fi.com/acousticnature" target="_blank">Ko-fi.com</a>.</p>&nbsp;<h1>Behind The Sounds</h1><p class="">In the “Behind The Sounds” series, I take you behind the scenes and show you what it’s like to be a nature field recordist. I show you how I setup my gear in the field and why I am doing so. I try to make these videos resources for like-minded individuals, so please let me know what you want to see more (or less) of.</p><p class="">If you enjoy this kind of content, please consider supporting me with a one-time or monthly <a href="https://ko-fi.com/acousticnature" target="_blank">donation</a>. Your support goes a long way in helping me keep this website running. Thank you to everyone who has donated already!</p><h1>Trip Goals</h1><p class="">The Okefenokee Swamp has one of the highest concentrations of alligators in the United States. After recently having captured the sound of a bellowing gator at the <a href="https://acousticnature.com/journal/field-recording-nature-sounds-in-santee-coastal-reserve" target="_blank">Santee Coastal Reserve</a>, I was excited to be at the Okefenokee during the beginning of alligator courtship. </p><p class="">I also wanted to capture the natural ambiences of this ancient swamp during different times of day.</p><h1>Recording Gear &amp; Drop Rigs</h1><p class="">Each of the recording setups pictured below used the SASS microphone that I built using 4 EM272 microphone capsules. These capsules are very low-noise and affordable and compete with much more expensive microphones. They are also very resistant to high humidity. </p> <a role="presentation" class=" image-slide-anchor content-fill " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1619370930253-PHVTPG4ONYZ0JH8IQ4WK/ke17ZwdGBToddI8pDm48kDFgITcRoterXoQdllT5ciUUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcV7ZyRJyI8bwZiMJRrgPaAKqUaXS0tb9q_dTyNVba_kClt3J5x-w6oTQbPni4jzRa/LS-10-Drop-Rig-Day-1.jpg" data-image-dimensions="1200x675" data-image-focal-point="0.5,0.5" alt="LS-10 Drop Rig" data-load="false" data-image-id="6085a3b2b155640b4c2566b4" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1619370930253-PHVTPG4ONYZ0JH8IQ4WK/ke17ZwdGBToddI8pDm48kDFgITcRoterXoQdllT5ciUUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcV7ZyRJyI8bwZiMJRrgPaAKqUaXS0tb9q_dTyNVba_kClt3J5x-w6oTQbPni4jzRa/LS-10-Drop-Rig-Day-1.jpg?format=1000w" /><br> </a> LS-10 Drop Rig <a role="presentation" class=" image-slide-anchor content-fill " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1619370929549-4NRITLMNBB8U8PEFTROM/ke17ZwdGBToddI8pDm48kDFgITcRoterXoQdllT5ciUUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcV7ZyRJyI8bwZiMJRrgPaAKqUaXS0tb9q_dTyNVba_kClt3J5x-w6oTQbPni4jzRa/D100-Drop-Rig-Day-1.jpg" data-image-dimensions="1200x675" data-image-focal-point="0.5,0.5" alt="D100 Drop Rig" data-load="false" data-image-id="6085a3b113e655292fd392f4" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1619370929549-4NRITLMNBB8U8PEFTROM/ke17ZwdGBToddI8pDm48kDFgITcRoterXoQdllT5ciUUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcV7ZyRJyI8bwZiMJRrgPaAKqUaXS0tb9q_dTyNVba_kClt3J5x-w6oTQbPni4jzRa/D100-Drop-Rig-Day-1.jpg?format=1000w" /><br> </a> D100 Drop Rig <a role="presentation" class=" image-slide-anchor content-fill " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1619370930368-G2XOZEDEMC7OBFQDBN3A/ke17ZwdGBToddI8pDm48kDFgITcRoterXoQdllT5ciUUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcV7ZyRJyI8bwZiMJRrgPaAKqUaXS0tb9q_dTyNVba_kClt3J5x-w6oTQbPni4jzRa/LS-10-Thunderstorm-Drop-Rig.jpg" data-image-dimensions="1200x675" data-image-focal-point="0.5,0.5" alt="LS-10 Thunderstorm" data-load="false" data-image-id="6085a3b267faf379748e16c3" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1619370930368-G2XOZEDEMC7OBFQDBN3A/ke17ZwdGBToddI8pDm48kDFgITcRoterXoQdllT5ciUUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcV7ZyRJyI8bwZiMJRrgPaAKqUaXS0tb9q_dTyNVba_kClt3J5x-w6oTQbPni4jzRa/LS-10-Thunderstorm-Drop-Rig.jpg?format=1000w" /><br> </a> LS-10 Thunderstorm <a role="presentation" class=" image-slide-anchor content-fill " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1619370929717-TPNV0P7HF31SX5XHGU6Y/ke17ZwdGBToddI8pDm48kDFgITcRoterXoQdllT5ciUUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcV7ZyRJyI8bwZiMJRrgPaAKqUaXS0tb9q_dTyNVba_kClt3J5x-w6oTQbPni4jzRa/D100-Thunderstorm-Drop-Rig.jpg" data-image-dimensions="1200x675" data-image-focal-point="0.5,0.5" alt="D100 Thunderstorm" data-load="false" data-image-id="6085a3b12ec6d620c9aba3bc" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1619370929717-TPNV0P7HF31SX5XHGU6Y/ke17ZwdGBToddI8pDm48kDFgITcRoterXoQdllT5ciUUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcV7ZyRJyI8bwZiMJRrgPaAKqUaXS0tb9q_dTyNVba_kClt3J5x-w6oTQbPni4jzRa/D100-Thunderstorm-Drop-Rig.jpg?format=1000w" /><br> </a> D100 Thunderstorm <h2>LS-10 Drop Rig</h2><p class="">The first drop rig recording I setup was on the raised boardwalk trail. This trail is the furthest from the campground and provides the deepest look into the swamp without watercraft. While hiking, I kept hearing a low, explosive frog call that I did not recognize. </p><p class="">I positioned my SASS microphone pointing towards 2 of the unknown frogs to give the soundscape strong, up-front presence for each left and right channel. I plugged in my LS-10 and hoped that the frogs would stay generally in the same location throughout the night. Luckily, this was the case.</p><p class="">This setup gave me several really unique and peaceful ambiences of the Okefenokee at night. </p><p class="">The stars of the show sonically are <strong>pig frogs</strong>, <em>Rana grylio</em>. Their powerful, low grunts echo across the swamp. In the background are southern cricket frogs, <em>Acris gryllus</em>, whose call sounds like glass marbles hitting one another. Another layer deeper in the soundscape are chirping crickets. Still deeper, are the occasional calls of barred owls.</p><p class=""><strong>Sounds In Chronological Order:</strong></p><iframe allow="autoplay" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1036095676&amp;color=%23ff5500&amp;auto_play=false&amp;hide_related=true&amp;show_comments=false&amp;show_user=false&amp;show_reposts=false&amp;show_teaser=false" width="100%" frameborder="no" height="166"></iframe><a href="https://soundcloud.com/acousticnature" title="Acoustic Nature" target="_blank">Acoustic Nature</a> · <a href="https://soundcloud.com/acousticnature/844pm-cricket-frog-ambiance" title="Cricket Frogs and Pig Frogs (8:44pm) - LS10 w/SASS" target="_blank">Cricket Frogs and Pig Frogs (8:44pm) - LS10 w/SASS</a><iframe allow="autoplay" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1036095709&amp;color=%23ff5500&amp;auto_play=false&amp;hide_related=true&amp;show_comments=false&amp;show_user=false&amp;show_reposts=false&amp;show_teaser=false" width="100%" frameborder="no" height="166"></iframe><a href="https://soundcloud.com/acousticnature" title="Acoustic Nature" target="_blank">Acoustic Nature</a> · <a href="https://soundcloud.com/acousticnature/the-okefenokee-at-night-10" title="Explosive Pig Frogs at Night (10:12pm) - LS10 w/SASS" target="_blank">Explosive Pig Frogs at Night (10:12pm) - LS10 w/SASS</a><iframe allow="autoplay" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1036095691&amp;color=%23ff5500&amp;auto_play=false&amp;hide_related=true&amp;show_comments=false&amp;show_user=false&amp;show_reposts=false&amp;show_teaser=false" width="100%" frameborder="no" height="166"></iframe><a href="https://soundcloud.com/acousticnature" title="Acoustic Nature" target="_blank">Acoustic Nature</a> · <a href="https://soundcloud.com/acousticnature/1050pm-close-barred-owl-frogs" title="Pig Frog + Barred Owl Ambience (10:50pm) - LS10 w/SASS" target="_blank">Pig Frog + Barred Owl Ambience (10:50pm) - LS10 w/SASS</a><h2>D100 Drop Rig</h2><p class="">When setting up this recording, my idea and hope was for very close proximity owl calls. The area I chose had three nice snags for owls. While no individuals made themselves known from the perches, this location did yield a soundscape that is the <strong>epitome of nature sounds at night</strong>. This recording is pure peace to my ears as crickets and owls sing boldly. The pig frogs in the background make this recording unique and ties the soundscape to the Southeastern United States.</p><iframe allow="autoplay" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1036095682&amp;color=%23ff5500&amp;auto_play=false&amp;hide_related=true&amp;show_comments=false&amp;show_user=false&amp;show_reposts=false&amp;show_teaser=false" width="100%" frameborder="no" height="166"></iframe><a href="https://soundcloud.com/acousticnature" title="Acoustic Nature" target="_blank">Acoustic Nature</a> · <a href="https://soundcloud.com/acousticnature/owl-and-cricket-night-ambience" title="Stereotypical Ambient Cricket Sounds At Night (11:07pm) - D100 w/SASS" target="_blank">Stereotypical Ambient Cricket Sounds At Night (11:07pm) - D100 w/SASS</a><h2>LS-10 Thunderstorm</h2><p class="">Around 3pm on my second day, a powerful thunderstorm from the west approached the Okefenokee. While everyone was leaving the water and heading back to camp, I set out into a small pine forest on the edge of the swamp to record the storm. </p><p class="">To deaden the sound of raindrops hitting the SASS microphone, I put a generous pile of <strong>spanish moss </strong>on top of the mic enclosure. This ended up working really well and was actually pretty acoustically transparent! I wish I could use this solution everywhere but it only grown in the Southern United States and in other subtropical and tropical climates.</p><iframe allow="autoplay" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1036095706&amp;color=%23ff5500&amp;auto_play=false&amp;hide_related=true&amp;show_comments=false&amp;show_user=false&amp;show_reposts=false&amp;show_teaser=false" width="100%" frameborder="no" height="166"></iframe><a href="https://soundcloud.com/acousticnature" title="Acoustic Nature" target="_blank">Acoustic Nature</a> · <a href="https://soundcloud.com/acousticnature/thunder-storm-from-pine-forest" title="Thunderstorm from Pine Forest POV (3:17pm) - LS10 w/SASS" target="_blank">Thunderstorm from Pine Forest POV (3:17pm) - LS10 w/SASS</a><h2>D100 Thunderstorm</h2><p class="">As the storm came closer and closer, the thunder became increasingly loud and I worried that the LS-10 levels were peaking. For insurance, I decided to setup a second recording using my D100. I also thought it would be interesting to hear the same storm from two locations, from the LS-10 pine forest and from the D100 cypress swamp. </p><p class="">Unfortunately I’ll never know because the <strong>D100 didn’t record anything</strong>. To start recording on the D100 you have to press the record button and then you have to press the play button. I only pressed record so the D100 stayed in stand-by mode for the entire storm. This is my own fault but I do wish the D100 didn’t have this quirk. </p><p class="">Anyways, the next morning also brought a severe thunderstorm to the Okefenokee. The storm caught me by surprise in the early morning but I was able to capture it while still in my tent. I simply put my D100 on a mini tripod, pointed it toward the thunder and tried to be as quiet as possible. </p><iframe allow="autoplay" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1036095673&amp;color=%23ff5500&amp;auto_play=false&amp;hide_related=true&amp;show_comments=false&amp;show_user=false&amp;show_reposts=false&amp;show_teaser=false" width="100%" frameborder="no" height="166"></iframe><a href="https://soundcloud.com/acousticnature" title="Acoustic Nature" target="_blank">Acoustic Nature</a> · <a href="https://soundcloud.com/acousticnature/thunderstorm-sounds" title="Severe Thunderstorm Inside Tent (6:30am) - D100" target="_blank">Severe Thunderstorm Inside Tent (6:30am) - D100</a><h1>Final Thoughts</h1><p class="">Although the Okefenokee Swamp is one of the most remote and uninhabited places in the United States, Stephen C. Foster State Park is not the place for that experience. The campground is far from primitive and even has showers. These amenities make the park very popular with tourists and very noisy for recordists. </p><p class="">Although I was able to capture some beautiful sounds from this location, I would like to experience the Okefenokee more deeply in the future. When the time comes, I will spend a few nights canoe-camping within the wildness sections of the swamp.</p><p><i>If you enjoyed this post and would like to support me, please consider “buying me a coffee” with the donation button below.</i></p> <p>Thank you for reading,<br>-Jared</p> <a href="https://ko-fi.com/M4M43REN6" target="_blank"><img height="36" src="https://cdn.ko-fi.com/cdn/kofi4.png?v=2" border="0" alt="Buy Me a Coffee at ko-fi.com" /></a><hr /><h3>Read Next:</h3>&nbsp;<!DOCTYPE html> <html> <head> </head> <body> <h2 class="flex-parent jc-center"> Categories: </h2> <a href="https://acousticnature.com/sound-stories" target="_blank"><button class="button3">Stories</button></a> <a href="https://acousticnature.com/field-recording-gear-articles" target="_blank"><button class="button3">Gear</button></a> <a href="https://acousticnature.com/how-to-and-advice" target="_blank"><button class="button3">How To</button></a> </body>&nbsp; <a href="https://acousticnature.com/blog" class="sqs-block-button-element--small sqs-block-button-element" >blog home</a> &nbsp; Field Recording Sound Story Jared Blake Okefenokee Swamp: Sounds From One of the Largest Swamps In The World Learning C# Notes - Part IV: Methods http://javierzumer.com/blog/2021/4/23/learning-c-notes-part-iv-methods Javier Zúmer - Sound Design urn:uuid:8376516f-987e-29e4-776d-f68700da4181 Sun, 25 Apr 2021 11:12:00 +0200 <p class="">Here are my notes on eveyrthing related to <strong>methods.</strong></p><h2><strong>Methods Basics</strong></h2><ul data-rte-list="default"><li><p class="">We can think of methods as the different <strong>actions that our classes can perform</strong> so they are the basic building blocks that determine how a class behaves.</p></li><li><p class="">Sometimes they are called ‘<strong>Functions’.</strong></p></li><li><p class="">We first define a method using paretheses () after the name. Method names usually start with a capital letter.</p></li><li><p class="">After defining the method, we can call it from somewhere else.</p></li><li><p class="">See an example below. <strong>We first define a method and then it is called from some other method definition.</strong></p></li></ul><pre class="source-code"><span class="cm-keyword">class</span> <span class="cm-def">Program</span> { <span class="cm-property">void</span> <span class="cm-def">FirstMethod</span>() { <span class="cm-comment">// code to be executed</span> } <span class="cm-property">void</span> <span class="cm-def">OtherMethod</span>() { <span class="cm-comment">//Some More code</span> <span class="cm-variable">FirstMethod</span>(); } }</pre><h2><strong>Return Types &amp; Passing Parameters</strong></h2><ul data-rte-list="default"><li><p class="">Methods can <strong>return a variable</strong> after they run, which needs to be specified when we define the method.</p></li><li><p class="">If a method returns no value, it will be of type <strong>void.</strong></p></li><li><p class="">While return types are like outputs, we can also input information into a method. These inputs are called <strong>parameters.</strong></p></li><li><p class="">For a method to take parameters, we must define them when we define the method.</p></li><li><p class="">A method can take <strong>multiple parameters.</strong></p></li><li><p class="">We can give parameters a <strong>default value by using the equals sign</strong> when defining the method.</p></li><li><p class="">The ‘<strong>params</strong>’ keyword can also be used to make a parameter optional.</p><ul data-rte-list="default"><li><p class="">To be precise, it allows you to pass any amount of elements in an argument's array and if you pass 0 elements this is in practice like making the argument optional. </p></li><li><p class="">The params keyword can only be used once per method and must be the last argument.</p></li></ul></li></ul><pre class="source-code"><span class="cm-variable">int</span> <span class="cm-variable">SumNumbers</span>(<span class="cm-variable">int</span> <span class="cm-variable">num1</span>, <span class="cm-variable">int</span> <span class="cm-variable">num2</span>) { <span class="cm-keyword">return</span> <span class="cm-variable">num1</span> <span class="cm-operator">+</span> <span class="cm-variable">num2</span>; } <span class="cm-keyword">void</span> <span class="cm-variable">MyMethod</span>(<span class="cm-variable">string</span> <span class="cm-variable">country</span> <span class="cm-operator">=</span> <span class="cm-string">"Norway"</span>) { <span class="cm-variable">Console</span>.<span class="cm-property">WriteLine</span>(<span class="cm-variable">country</span>); } </pre><h2><strong>Method Overloading</strong></h2><ul data-rte-list="default"><li><p class="">Multiple methods can have the<strong> same name and vary in how many parameters they take</strong> and even their return types.</p></li><li><p class="">This is useful when you need a method that can perform generally the same function but using different types of information.</p></li><li><p class="">We just define and call them as normal using the same method name.</p></li><li><p class="">See the example below. Both methods will just sum numbers but they can take different type of variables as values.</p></li></ul><pre class="source-code"><span class="cm-variable">int</span> <span class="cm-variable">SumNumbers</span>(<span class="cm-variable">int</span> <span class="cm-variable">num1</span>, <span class="cm-variable">int</span> <span class="cm-variable">num2</span>) { <span class="cm-keyword">return</span> <span class="cm-variable">num1</span> <span class="cm-operator">+</span> <span class="cm-variable">num2</span>; } <span class="cm-variable">float</span> <span class="cm-variable">SumNumbers</span>(<span class="cm-variable">float</span> <span class="cm-variable">num1</span>, <span class="cm-variable">float</span> <span class="cm-variable">num2</span>) { <span class="cm-keyword">return</span> <span class="cm-variable">num1</span> <span class="cm-operator">+</span> <span class="cm-variable">num2</span>; }</pre><h2><strong>Calling Method from other classes &amp; Static Methods</strong></h2><ul data-rte-list="default"><li><p class="">When working in Unity with C#, most of the time, each class lives in its own script file.</p></li><li><p class="">Is very common for a class to call another class’ method.</p></li><li><p class="">This is usually done by <strong>typing the name of the class followed by a full stop and then the name of the method</strong>, ending in paretheses.</p></li><li><p class="">If we want to call a method within a class without instatiating that said class, a possible solution could be to make the method <strong>static </strong>when defining it.</p></li></ul><h2><strong>Unity Methods</strong></h2><ul data-rte-list="default"><li><p class="">Unity includes some important methods that we can use on <a href="http://javierzumer.com/blog/2021/1/30/learning-c-notes-part-i">Monobehaviour</a> type scripts.</p></li><li><p class=""><strong>Awake()</strong> is the first method called and it should usually be used for initializing things. Is only called once.</p></li><li><p class=""><strong>Start()</strong> is also called once after Awake() but inly if the script component is enabled.</p></li><li><p class=""><strong>Update()</strong> is called on every frame that the script component is active.</p></li><li><p class=""><strong>LateUpdate()</strong> is called every frame but only after everything on Update() has finished executing.</p></li><li><p class=""><strong>FixedUpdate()</strong> is the same as above but it has the frequency of the physics system.</p></li><li><p class=""><strong>OnEnable()</strong> is called when the gameobject containing the script is enabled and becomes active.</p></li><li><p class=""><strong>OnDisable()</strong> is called when the gameobject containing the script is disabled or destroyed.</p></li></ul> Javier Zumer 23 great new audio jobs at Disney, Facebook, Dolby, PlayStation, Gameloft, EA DICE, Phoenix Labs, Audacy, WayForward, Pod People, Sennheiser, SiriusXM+Pandora, Freakonomics Radio, CBS Interactive, Independent News & Media, Coventry University, Epic, Rocks https://soundlister.com/23-great-new-audio-jobs-at-disney-facebook-dolby-playstation-gameloft-ea-dice-phoenix-labs-audacy-wayforward-pod-people-sennheiser-siriusxmpandora-freakonomics-radio-cbs-interactive-ind/ Soundlister.com urn:uuid:0679340a-7a64-377d-c525-bf9582b61e51 Thu, 22 Apr 2021 21:35:25 +0200 <p><img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" />Wanted: Remote Sound Designer, Remote Audio Intern, Sound Design Manager, Sound Designer, Composer (electronic/pop), Audio Lead, Audio Director, Part-Time Audio Producer, Product Owner of Professional Audio, Senior Manager of Audio Production, Audio Engineer, Staff Game Audio Engineer, Sound Engineer, Lecturer in Music Technology, Senior Sound Designer, Technical Sound Designer, Assistant VoiceOver Designer, Audio Development Support, Contract Audio Designer, and Technical Audio Designer</p> <p>The post <a rel="nofollow" href="https://soundlister.com/23-great-new-audio-jobs-at-disney-facebook-dolby-playstation-gameloft-ea-dice-phoenix-labs-audacy-wayforward-pod-people-sennheiser-siriusxmpandora-freakonomics-radio-cbs-interactive-ind/">23 great new audio jobs at Disney, Facebook, Dolby, PlayStation, Gameloft, EA DICE, Phoenix Labs, Audacy, WayForward, Pod People, Sennheiser, SiriusXM+Pandora, Freakonomics Radio, CBS Interactive, Independent News &#038; Media, Coventry University, Epic, Rockstar, WarnerMedia, and Ubisoft San Francisco</a> appeared first on <a rel="nofollow" href="https://soundlister.com">Soundlister.com</a>.</p> <img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" /><div style="padding-bottom: 40px;"> <div class="frm_forms with_frm_style frm_style_job-submission-style" id="frm_form_21_container" > <form enctype="multipart/form-data" method="post" class="frm-show-form frm_pro_form " id="form_frd89" > <div class="frm_form_fields "> <fieldset> <legend class="frm_hidden">Job Subscription</legend> <div class="frm_fields_container"> <input type="hidden" name="frm_action" value="create" /> <input type="hidden" name="form_id" value="21" /> <input type="hidden" name="frm_hide_fields_21" id="frm_hide_fields_21" value="" /> <input type="hidden" name="form_key" value="frd89" /> <input type="hidden" name="item_meta[0]" value="" /> <input type="hidden" id="frm_submit_entry_21" name="frm_submit_entry_21" value="03bb4251a6" /><input type="hidden" name="_wp_http_referer" value="/feed/" /><label for="frm_verify_21" class="frm_screen_reader frm_hidden">If you are human, leave this field blank.</label> <input type="text" class="frm_hidden frm_verify" id="frm_verify_21" name="frm_verify" value="" /> <p><center></p> <div id="frm_field_272_container" class="frm_form_field frm_html_container form-field"><center></p> <h3>Get exciting new audio job opportunities delivered straight to your inbox</h3> <p></center></div> <p></center></p> <div id="frm_field_271_container" class="frm_form_field form-field frm_none_container frm_first frm_half"> <label for="field_adbxe" class="frm_primary_label">Email Address <span class="frm_required"></span> </label> <input type="email" id="field_adbxe" name="item_meta[271]" value="" placeholder="Enter email address" data-invmsg="Email Address is invalid" /> </div> <input type="hidden" name="item_key" value="" /> <div class="frm_submit frm_half"> <input type="submit" value="Subscribe" class="frm_final_submit" /> <img class="frm_ajax_loading" src="https://soundlister.com/wp-content/plugins/formidable/images/ajax_loader.gif" alt="Sending"/> </div></div> </fieldset> </div> </form> </div> </div> <div style="padding-bottom: 20px;"><p>We came across interesting new jobs at WayForward, PlayStation, Phoenix Labs, and Disney Publishing &#8211; and they&#8217;re looking for a Sound Designer (CA, US / Remote), Sound Designer (US / Canada / Remote), Audio Lead (BC, Canada), and Remote Audio Intern (Remote).</p> <p>We also found openings for an <a href="https://jobs.smartrecruiters.com/Gameloft/743999743558479-directeur-audio-audio-director" rel="noopener noreferrer" target="_blank">Audio Director</a> at Gameloft, <a href="https://www.linkedin.com/jobs/view/2504168214/?eBP=CwEAAAF49jXv7IDezNpitROVSzrgTLvZVljb1eTkHzzCZXvNVhNE6gRXe_Wi16yyrg7UnEqg4BNOG5XSGX4dcQMq8jg718hupKq_4k4MDUdX5h3qkITwiXgYWlduTbMshAd4NtYzyoUTpMbpqrcftFzngcO61aB2EwdxOrdhjLYCW99Fz-ebskEATxn4x7uUYWvp-IdYNEEAljGShKJIFZwfXj924kGm1Oa3miYYrn6JMBnyOXjzSWkSfNbaAlrwAEkqDR9hAPQfVnxS2X6Pc5jpt4AA62c0OOxwECgh01m3H1rzLNUQHeGIsASGZcFNuA1Q4clVQ3AprKaG4wd1sj1cBTBESY_WXKIeOOG20suGCkXPJ_jzM33QOeSExiUbddFTv_JPsA&#038;recommendedFlavor=ACTIVELY_HIRING_COMPANY&#038;refId=6sUvbhrJgZssnCT4aW4f2Q%3D%3D&#038;trackingId=rOB2ekN24Z6MsrbB5L3mnA%3D%3D&#038;trk=flagship3_search_srp_jobs" target="_blank" rel="noopener noreferrer">Part-Time Audio Producer</a> at Audacy (France), <a href="https://sennheiser.referrals.selectminds.com/jobs/product-owner-%E2%80%93-professional-audio-m-w-d-451" target="_blank" rel="noopener noreferrer">Product Owner of Professional Audio</a> at Sennheiser (Germany), <a href="https://startup.jobs/senior-manager-audio-production-at-pandora_radio" target="_blank" rel="noopener noreferrer">Senior Manager of Audio Production</a> at SiriusXM+Pandora (CA, US), <a href="https://startup.jobs/audio-engineer-freakonomics-radio-stitcher-at-pandora_radio" target="_blank" rel="noopener noreferrer">Audio Engineer</a> at Freakonomics Radio (NY, US), <a href="https://www.linkedin.com/jobs/view/2512703495/?eBP=JOB_SEARCH_ORGANIC&#038;recommendedFlavor=ACTIVELY_HIRING_COMPANY&#038;refId=UWj9RopLINd47X0Hid%2Fqbw%3D%3D&#038;trackingId=urN%2Bn1DmPL7QiDYxRl7hSw%3D%3D&#038;trk=flagship3_search_srp_jobs&#038;lipi=urn%3Ali%3Apage%3Ad_flagship3_search_srp_jobs%3BfqLKCr2LR46tzPFrzhcwbQ%3D%3D&#038;lici=urN%2Bn1DmPL7QiDYxRl7hSw%3D%3D" target="_blank" rel="noopener noreferrer">Audio Engineer</a> at CBS Interactive (CA, US), <a href="https://www.linkedin.com/jobs/view/2374962303/" target="_blank" rel="noopener noreferrer">Staff Game Audio Engineer</a> at Dolby Laboratories (CA, US), <a href="https://www.linkedin.com/jobs/view/2510840314/" target="_blank" rel="noopener noreferrer">Sound Designer</a> via Motion Recruitment (FL, US), <a href="https://www.linkedin.com/jobs/view/2504582636/" target="_blank" rel="noopener noreferrer">Sound Engineer</a> at Independent News &#038; Media (Ireland), <a href="https://t.co/wMnw7wcLYP?amp=1" target="_blank" rel="noopener noreferrer">Assistant Voice Over Designer</a> at EA DICE (CA, US), <a href="https://boards.greenhouse.io/rockstargames/jobs/4473301003" target="_blank" rel="noopener noreferrer">Audio Development Support</a> at Rockstar Bengaluru (KA, India), <a href="https://warnermediacareers.com/global/en/job/183320BR/Audio-Designer" target="_blank" rel="noopener noreferrer">Contract Audio Designer</a> at WarnerMedia (QC, Canada), <a href="https://www.facebook.com/careers/v2/jobs/1618345255019044/" rel="noopener noreferrer" target="_blank">Sound Design Manager</a> at Facebook, <a href="http://www.hexanyaudio.com/jobs" rel="noopener noreferrer" target="_blank">Composer (electronic/pop)</a> at Hexany Audio, and <a href="https://jobs.smartrecruiters.com/Ubisoft2/743999742990538-technical-audio-designer" target="_blank" rel="noopener noreferrer">Technical Audio Designer</a> at Ubisoft San Francisco (CA, US).</p> <p>Bonus: <a href="https://www.facebook.com/groups/audiojobs/" target="_blank" rel="noopener noreferrer">The Audio Jobs</a> group also has opportunities for a <a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fwww.coventry.ac.uk%2Fthe-university%2Fworking-at-coventry-university%2F%3Ffbclid%3DIwAR3SD1SBLZWkN4NdzQNePn33k7JXTuhyJsPWviE6oloTy085H-9W0V3N5YY&#038;h=AT17JB1H9ewlkRGG-TAu16k1_4WuHEkf1XG5Byo-YGoxcAJQ0VbaVg_1YHWpacMiD_wdTccK5ole1c6XPBEVRcrB08EK13ZJ72jy0fULo6TD31BkEB4eVVH7sfbicL72EA&#038;__tn__=H-R&#038;c[0]=AT2HJPuyn3zmk1inLDGCUgMtUHnWFm0WVyR-GP3QXXFVHCfQi50_ulPjy1pkmGxFORwGYEfVwX2wi2MWPLPa44BlnQ1puKyXK8C-Htgp8nmmdsZpBq2tSB9uQroT1fs-__lmpnUXa-YrQy3hadxsD9XVMuHNEdCbGZcSTaeYJQzYx2mTbyh2VTqyTFFSee8qiLKs0C3ABTBa3yqW" target="_blank" rel="noopener noreferrer">Lecturer in Music Technology</a> at Coventry University (England), <a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fepicgames.wd5.myworkdayjobs.com%2Fen-US%2FEpic_Games%2Fjob%2FCary-NC%2FSenior-Sound-Designer_R4369-1%3Ffbclid%3DIwAR3WHEzztmx4h9qI3JOWjzfxWp0lRIrf6U87cfM5KZ6Y_JQS7GDyeCOixok&#038;h=AT3X5rlgAeUoFoBhaAhPjrG4JVoKZ_FHoTugqCE4jyLq6Ak3OqFWuA3T7d5KPjYLWIzWemQhz4EZEJlKEqzzzT39S3BJWbAaExtH6zCegxCTXMYgCVamKYQ9M1cCIli5QA&#038;__tn__=-UK-R&#038;c[0]=AT0tC1MaqxYRnhaNZrKrxtefnUzBwFusWZnChU3zqtKDTHOUHd_lqXHYpGzkkXrjga1lIU9mXSZoP1TIy50bZTiLmf7faynIy_qiCWpMJIk54XDH4bGT9nWTzRYHsXYdHxsfjQWB8m2MUpGdF5LHzsmNQE1Lo4VIr6I2_xOJiLBJqsc9bOnUh0wvdF4fn1I5LfQMoZqRZ6JYAnSS" target="_blank" rel="noopener noreferrer">Senior Sound Designer</a> at Epic Games (NC, US), <a href="https://www.facebook.com/groups/audiojobs/permalink/884014312329991/">Remote Sound Designers</a> for Pod People / Wondery, and <a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fepicgames.wd5.myworkdayjobs.com%2Fen-US%2FEpic_Games%2Fjob%2FCary-NC%2FTechnical-Sound-Designer_R4158-1%3Ffbclid%3DIwAR2xrPGH7177GYfYB_DbGWzpJFDv1KNl0XV2MbKj5GLBsWB3ejVYnMFFlJE&#038;h=AT2JZWL0CEVgPpRze3NCE8i1sikT6-I6Pp4kMCqVX_LsErIk8U28eaBB6dJWcYlA-18t7RKAV2XiWMdkAG6ZnIxWZCvNNqZL3nfcWGm3EjJ73vg87akDki93915ugy3KIA&#038;__tn__=-UK-R&#038;c[0]=AT0tC1MaqxYRnhaNZrKrxtefnUzBwFusWZnChU3zqtKDTHOUHd_lqXHYpGzkkXrjga1lIU9mXSZoP1TIy50bZTiLmf7faynIy_qiCWpMJIk54XDH4bGT9nWTzRYHsXYdHxsfjQWB8m2MUpGdF5LHzsmNQE1Lo4VIr6I2_xOJiLBJqsc9bOnUh0wvdF4fn1I5LfQMoZqRZ6JYAnSS" target="_blank" rel="noopener noreferrer">Technical Sound Designer</a> at Epic Games (NC, US). Happy job hunting!</p> </div> <hr> <strong>Highlight &#8211; sound stories this week:</strong> <a href="https://www.asoundeffect.com/soundquiz/" target="_blank" rel="noopener noreferrer">Can you guess what’s making this sound?</a> If so, here are your chances to win BOOM Library sound effects worth up to $1000! The <a href="https://www.asoundeffect.com/mpse-award-winners-2021/" target="_blank" rel="noopener noreferrer">2021 MPSE Award winners</a> have been found – here are the sound stories behind 10 of them. Chasing the <a href="https://www.asoundeffect.com/aurora-borealis-sounds-1/" target="_blank" rel="noopener noreferrer">rare sounds of Aurora Borealis</a>, and other fascinating sounds of Lapland, with Niklas Eurén. <hr> <br> <div class="note"><strong><span style="font-size: 24px;">Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> WayForward</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Valencia, CA, US / Remote</span><br> <div class="jobDesc"><strong>Job description</strong> <p>WayForward has been developing video games in Southern California for over 30 years. In that time, we have launched hundreds of games with partners such as Activision, Apple, Capcom, Disney, Konami, Sega, WB, Universal, and many more! </p> <p>Our games are known for their classic, satisfying gameplay, beautiful art and animation, and compelling characters, story, and worlds. They have routinely received top scores on Metacritic and a multitude of awards and nominations from media outlets such as IGN, Gamespot, Destructoid, and Polygon. </p> <p>Notable titles include: The Shantae series, Mighty Switch Force, A Boy and His Blob, DuckTales: Remastered, Aliens: Infestation, Contra 4, and games based on popular brands including Adventure Time, Batman, Silent Hill, Double Dragon, and Marvel.</p> <p><strong>Job Description</strong><br> WayForward is seeking an experienced Sound Designer to join our audio team on a full time basis. The ideal candidate will have proven skills designing sound for multiple genres and a demonstrable understanding of the game audio pipeline. They will have great communication skills, a flexible skillset, and the ability to work well with other team members across multiple disciplines. </p> <p>Core responsibilities include designing and creating sound effect assets, creating FMOD events, working with programmers to implement FMOD events in game, following naming conventions and best practices, and working with the audio team to create cohesive and immersive audio experiences for multiple titles.</p> <strong>Qualifications</strong> <ul> <li>A portfolio demonstrating high quality and versatile game sound design</li> <li>Experience designing audio for games, and a knowledge of the specific challenges and considerations for non-linear audio</li> <li>Mastery of at least one major DAW</li> <li>Significant experience using FMOD Studio in all stages of the game design pipeline</li> <li>Significant experience using VSTs and synthesis to design and create sound effect assets</li> <li>Excellent organizational skills, and the ability to effectively track work</li> <li>Ability to give and receive constructive feedback, and quickly iterate on sound effects</li> <li>Passion for game audio, and a drive to constantly improve at your craft </li> </ul> <strong>Additional Considerations</strong> <ul> <li>Experience using Ableton Live and Sound Forge 10</li> <li>Experience creating games in Unreal Engine and Unity</li> </ul> <p><strong>Additional Information</strong><br> This is not a music composition position, nor will it lead to one. We are looking for people who are passionate about the discipline of sound design.<br><br> Due to the situation with COVID-19 WayForward is currently working remotely. Applicants that are located close enough to work onsite at our Valencia office are preferred, but we are also open to considering applicants that would need to work remotely indefinitely.</p> </div> <div class="btnFix"><a class="btnJobs" href="https://t.co/F7Xxr8rr5I?amp=1" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://twitter.com/SchoolGameAudio/status/1384881880609214465" target="_blank" rel="noopener noreferrer">School.VideoGameAudio.com @SchoolGameAudio</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> PlayStation</span><br> <span style="font-size: 16px;"><strong>Location:</strong> US / Canada / Remote</span><br> <div class="jobDesc"><strong>Job description</strong> <p>PlayStation isn’t just the Best Place to Play —it’s also the Best Place to Work. We’ve thrilled gamers since 1994, when we launched the original PlayStation. Today, we’re recognized as a global leader in interactive and digital entertainment. The PlayStation brand falls under Sony Interactive Entertainment, a wholly-owned subsidiary of Sony Corporation. </p> <p><strong>Sound Designer</strong><br> This position can be based in Los Angeles, San Diego, or San Mateo/Bay Area; It can also be fully remote based anywhere in Canada. </p> <p><strong>You Are</strong><br> A creative and experienced Sound Designer for interactive media who is interested in working with one of PlayStation&#39;s top AAA studios. </p> <p><strong>As It Turns Out</strong><br> We are looking for a Sound Designer to join our award winning team to craft high quality audio content for 1st party product development projects. As part of our team, you will have the opportunity to work with some of the most respected developers in the industry and on some of the most exciting AAA games for PlayStation. </p> <p>You will bring passion to the role of Senior Sound Designer, collaborating with sound and development teams, creating sonically rich content that pushes the industry quality bar. Your primary focus will be on sound design and implementation. Dialog, Foley, and field recording experience a plus. </p> <p>You in? </p> <strong>Responsibilities</strong> <ul> <li>Designing immersive and rich sound effects to engage players and drive the title’s narrative</li> <li>Implementation and authoring of sound design using middleware and scripting tools to bring soundscapes to life</li> <li>Sound design and mixing of cinematics in multiple formats and specs</li> <li>Collaborating with PD Sound leads to deliver cohesive and compelling audio experiences</li> </ul> <strong>Qualifications</strong> <ul> <li>3+ Years’ experience as Sound Designer for video games</li> <li>At least one shipped AAA release</li> <li>Fluent in interactive audio and post production techniques</li> <li>Expert command of sound design &amp; mixing techniques, processes and tools</li> <li>Multi-specialized, able to create world class audio content spread across multiple styles</li> <li>Imaginative use of audio production tools, Foley performance and capture, props, and recording techniques to create high quality original content</li> <li>Familiar with authoring techniques within commercial middleware (WWISE, FMOD, etc…)</li> <li>Experience working with game development teams and coordinating with various game departments such as animation, level design, AI, physics, mechanics, etc.</li> <li>Ability to work under pressure and tight deadlines</li> </ul> <strong>Desired Qualifications</strong> <ul> <li>Knowledge or familiarity of scripting languages such as LUA, Python, etc.</li> </ul> <p>Sony is an Equal Opportunity Employer. All persons will receive consideration for employment without regard to race, color, religion, gender, pregnancy, national origin, ancestry, citizenship, age, legally protected physical or mental disability, covered veteran status, status in the U.S. uniformed services, sexual orientation, marital status, genetic information or membership in any other legally protected category. </p> <p>Reasonable Accommodation Notice Federal law requires employers to provide reasonable accommodation to qualified individuals with disabilities. Please tell us if you require a reasonable accommodation to apply for a job or to perform your job. Examples of reasonable accommodation include making a change to the application process or work procedures, providing documents in an alternate format, using a sign language interpreter, or using specialized equipment. </p> <p>We strive to create an inclusive environment, empower employees and embrace diversity. We encourage everyone to respond. </p> <p>We sincerely appreciate the time and effort you spent in contacting us and we thank you for your interest in PlayStation. </p> <p><strong>PRIVACY NOTICE TO SIE LLC’S JOB APPLICANTS</strong></p> <p><strong>This Privacy Notice explains what personal information we at Sony Interactive Entertainment LLC collect from you, and why we collect it and use it. This Notice covers our practices regarding the personal information of all applicants to our job positions. Please review it carefully.</strong></p> <p><strong>Categories of personal information we collect from you </strong></p> <p><strong>Generally, We Obtain This Information Through Our Recruiting Team</strong></p> <strong>We collect personal information about you throughout the recruiting process, in particular the following categories. </strong> <ul> <li>Identification and contact information </li> <li>Direct identifiers such as your first and last name.</li> <li>Indirect identifiers such as a government ID, your Social Security, work permit or passport #.</li> <li>Contact information such as your email address, mailing address, telephone number.</li> </ul> <strong>Other information about you or that can be associated with you such as</strong> <ul> <li><strong>Sensitive/Protected Data.</strong> During the recruitment process, you may (voluntarily) provide us with your ethnicity, gender, military service information, or physical or mental health information, as well as your national origin and citizenship.</li> <li><strong>Professional or job position-related information</strong> , including your past professional experience, references; background verification; talent management and assessment; information regarding any conflicts of interests; and the terms and conditions of your job offer.</li> <li><strong>Non-public education information</strong> , including information about your education records, such as grades and transcripts.</li> </ul> </div> <div class="btnFix"><a class="btnJobs" href="https://www.linkedin.com/jobs/view/2487407746" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://www.linkedin.com/jobs/" target="_blank" rel="noopener noreferrer">LinkedIn Jobs</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Audio Lead</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Phoenix Labs</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Vancouver, BC, Canada</span><br> <div class="jobDesc"><strong>Job description</strong> <p>We are looking for a talented Audio Lead to join our San Mateo studio and work on an original new IP. We strive to work in nimble, empowered teams that are aligned around bringing players together through deep multiplayer games. People are our most important asset, and we look for each new person to add to our mosaic culture. Our goal is to be a place where a diverse group of driven, collaborative, and empathetic developers can do their best work.</p> <p>As the Audio Lead, you will become the keystone developer for the audio discipline in the San Mateo studio. You will work with a cross-disciplinary team to establish the vision for audio in a new game, and build the disciplinary support to realize it.</p> <strong>Responsibilities</strong> <ul> <li>Work with the product director to create and implement audio assets across all aspects of the project.</li> <li>Help craft a unique and iconic audio aesthetic.</li> <li>Own technical implementation for audio assets across all aspects of the project.</li> <li>Work closely with other disciplines to reinforce and enhance game mechanics, modular content and artistic direction.</li> <li>Audio troubleshooting, bug identification, and fixing.</li> <li>Create unique and expressive creature vocalizations.</li> <li>Build and manage a team.</li> </ul> <strong>Required</strong> <ul> <li>Minimum 10+ years of sound design experience in the game industry.</li> <li>Must have shipped at least two high quality PC or console titles.</li> <li>Expert with Audiokinetic Wwise.</li> <li>Proven ability to craft innovative and creative audio assets.</li> <li>Strong communication and collaboration skills.</li> <li>High level of ownership and self-sufficiency with assigned tasks.</li> <li>Ability to operate effectively and positively in an open feedback environment.</li> <li>Up-to-date on industry trends, new technologies, and best practices.</li> <li>Experience with Unreal Blueprint.</li> <li>Mastery of traditional and esoteric audio processing techniques.</li> </ul> <strong>Preferred</strong> <ul> <li>Familiarity with the Unreal Engine.</li> </ul> <p><strong>About Phoenix Labs</strong><br> We make games because we love them, and because we love the way they bring people together.</p> <p>W Audio Jobs Assistant VoiceOver Designer Audio Development Support Audio Engineer Audio Lead Composer Contract Audio Designer Dialogue Sound Designer Lecturer in Music Technology Part-Time Audio Producer Product Owner of Professional Audio Remote Audio Intern Remote Sound Designer Senior Manager of Audio Production Senior Sound Designer Sound Design Manager Sound Designer Sound Engineer Staff Game Audio Engineer Technical Audio Designer Technical Sound Designer Adriane Kuzminski Sound Awards Weekend https://tonebenderspodcast.com/sound-awards-weekend/ TonebendersPodcast.com urn:uuid:60d7c941-4945-e53a-b030-6543cb426492 Tue, 20 Apr 2021 20:20:32 +0200 This past weekend, the Motion Picture Sound Editors (MPSE) and the Cinema Audio Society (CAS) gave out their awards for the bestsounding film, tv and&#8230; Blog Post Timothy Muirhead The 2021 MPSE Award winners have been found – here are the sound stories behind 10 of them: https://www.asoundeffect.com/mpse-award-winners-2021/ A Sound Effect urn:uuid:75a278b3-d0ef-ecdf-fac3-d404cbe69ed3 Tue, 20 Apr 2021 19:10:37 +0200 <img width="640" height="388" src="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20184136/MPSE_winners_2021_-1.jpg" class="attachment-large size-large wp-post-image" alt="MPSE_winners_2021_" srcset="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20184136/MPSE_winners_2021_-1.jpg 825w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20184136/MPSE_winners_2021_-1-300x182.jpg 300w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20184136/MPSE_winners_2021_-1-768x465.jpg 768w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20184136/MPSE_winners_2021_-1-125x76.jpg 125w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20184136/MPSE_winners_2021_-1-75x45.jpg 75w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20184136/MPSE_winners_2021_-1-220x133.jpg 220w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/20184136/MPSE_winners_2021_-1-500x303.jpg 500w" sizes="(max-width: 640px) 100vw, 640px" /><p>Here are the sound stories behind 10 of the 2021 MPSE Award winners:</p> <p>The post <a rel="nofollow" href="https://www.asoundeffect.com/mpse-award-winners-2021/">The 2021 MPSE Award winners have been found &#8211; here are the sound stories behind 10 of them:</a> appeared first on <a rel="nofollow" href="https://www.asoundeffect.com">A Sound Effect</a>.</p><img src="http://feeds.feedburner.com/~r/ASoundEffect/~4/GoSqbEHMRFM" height="1" width="1" alt=""/> Sound community highlights MPSE Awards 2021 MPSE Awards 2021 winners The 2021 MPSE Award winners Jennifer Walden What does a tree hear? https://mindful-audio.com/blog/what-does-a-tree-hear Blog - Mindful Audio urn:uuid:cab22727-0902-afa9-3099-97f60f165038 Tue, 20 Apr 2021 17:16:23 +0200 I've taped my microphones to the sides of a tree, slightly closer to each other on one side of the trunk. They're about 20cm apart, roughly the distance between human ears. <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1618931667485-TH5XKRJR0LHAO2OLS3XE/ke17ZwdGBToddI8pDm48kPTrHXgsMrSIMwe6YW3w1AZ7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0k5fwC0WRNFJBIXiBeNI5fKTrY37saURwPBw8fO2esROAxn-RKSrlQamlL27g22X2A/PB140030-1-2.jpg" data-image-dimensions="2500x1406" data-image-focal-point="0.5175097276264592,1.0" alt="PB140030-1-2.jpg" data-load="false" data-image-id="607eefcfdfbc7c12956156eb" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1618931667485-TH5XKRJR0LHAO2OLS3XE/ke17ZwdGBToddI8pDm48kPTrHXgsMrSIMwe6YW3w1AZ7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0k5fwC0WRNFJBIXiBeNI5fKTrY37saURwPBw8fO2esROAxn-RKSrlQamlL27g22X2A/PB140030-1-2.jpg?format=1000w" /> </figure> <p class="">One of the most relaxing soundscapes I've ever experienced is gentle rain falling in the rainforest. After a long day of hiking in a hot and extremely humid primary rainforest, I'm back at basecamp drenched in sweat but incredibly happy to be here. The atmosphere has been tense all day and the insects have been deafening. The birds quickly stopped calling after the dawn chorus and it feels like something has been building up ever since. </p><p class="">When the rain finally arrives, it feels slightly anticlimactic. Instead of a full-on storm we see gentle drizzle which eventually turns into soft rain. The air is decidedly cooler though, and some insects have started to call again. I'm sitting on a wooden platform, fully immersed in the land- and soundscape. </p><p class="">I've taped my microphones to the sides of a tree, slightly closer to each other on one side of the trunk. They're about 20cm apart, roughly the distance between human ears. The grooves and notches in the tree trunk act very much like the features on a human face, gently focusing or reflecting certain sounds. </p><p class="">This microphone technique is sometimes called tree ears (I'm not sure who coined the term but I've been using it along with my friends Thomas Rex Beverly and Andy Martin). I like to think about it as listening to the environment from the perspective of a tree, like the trees have been hearing it for millions of years. I hope hearing this pristine rainforest will help you feel more connected with it, and with nature and our planet. </p><p class="">Recorded in the Congo basin rainforest with Sony PCM M10, Sound Devices Mixpre-D and DPA 4060 microphones.</p> Field recordings George Vlad What does a tree hear? Ground Control – Free Audio Router for MacOS | Loopback Soundflower alternative https://reaperblog.net/2021/04/ground-control-mac/ The REAPER Blog urn:uuid:bece7f45-8dbe-0122-eecf-1b66c2e76ba6 Mon, 19 Apr 2021 17:16:43 +0200 <p>d Control is a free virtual audio cable app for Mac that allows you to route audio from one app to another, and comes with a monitor control interface.</p> The post <a href="https://reaperblog.net/2021/04/ground-control-mac/">Ground Control – Free Audio Router for MacOS | Loopback Soundflower alternative</a> first appeared on <a href="https://reaperblog.net">The REAPER BLOG</a>. TUTORIAL VIDEO Admin Chasing the rare sounds of Aurora Borealis, and other fascinating sounds of Lapland – Part 1: Introduction https://www.asoundeffect.com/aurora-borealis-sounds-1/ A Sound Effect urn:uuid:039508ba-6d4c-c3ad-6b20-9e72ec65dc84 Mon, 19 Apr 2021 10:49:06 +0200 <img width="640" height="388" src="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/19103608/Aurora_Borealis_sound.jpg" class="attachment-large size-large wp-post-image" alt="Aurora Borealis sounds" srcset="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/19103608/Aurora_Borealis_sound.jpg 825w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/19103608/Aurora_Borealis_sound-300x182.jpg 300w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/19103608/Aurora_Borealis_sound-768x465.jpg 768w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/19103608/Aurora_Borealis_sound-125x76.jpg 125w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/19103608/Aurora_Borealis_sound-75x45.jpg 75w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/19103608/Aurora_Borealis_sound-220x133.jpg 220w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/19103608/Aurora_Borealis_sound-500x303.jpg 500w" sizes="(max-width: 640px) 100vw, 640px" /><p>How Niklas Eurén plans to capture the rare sound of the aurora borealis:</p> <p>The post <a rel="nofollow" href="https://www.asoundeffect.com/aurora-borealis-sounds-1/">Chasing the rare sounds of Aurora Borealis, and other fascinating sounds of Lapland &#8211; Part 1: Introduction</a> appeared first on <a rel="nofollow" href="https://www.asoundeffect.com">A Sound Effect</a>.</p><img src="http://feeds.feedburner.com/~r/ASoundEffect/~4/aYoOJ-mE2x4" height="1" width="1" alt=""/> Recording Aurora Borealis audio Aurora Borealis audio recording Aurora Borealis recording Aurora Borealis sound Aurora Borealis sound recording finnish sounds Lapland sounds northern lights audio northern lights sound Sounds of Finland Sounds of Lapland what does northern lights sound like what does the Aurora Borealis sound lilke Asbjoern Andersen Working in Sound: Alan Silvestri on the composing workflow behind his blockbuster scores https://soundlister.com/working-in-sound-alan-silvestri-on-the-composing-workflow-behind-his-blockbuster-scores/ Soundlister.com urn:uuid:9c3378e1-a18f-ed66-4ee2-603880392d1b Mon, 19 Apr 2021 09:31:07 +0200 <p><img width="600" height="338" src="https://soundlister.com/wp-content/uploads/2021/04/Alan-Silvestri-composer-600x338.jpg" class="attachment-large size-large wp-post-image" alt="Alan Silvestri composer - Working In Sound" loading="lazy" style="float:left; margin:0 15px 15px 0;" />Award-winning composer Alan Silvestri shares workflow insights, tips and anecdotes in this great video feature:</p> <p>The post <a rel="nofollow" href="https://soundlister.com/working-in-sound-alan-silvestri-on-the-composing-workflow-behind-his-blockbuster-scores/">Working in Sound: Alan Silvestri on the composing workflow behind his blockbuster scores</a> appeared first on <a rel="nofollow" href="https://soundlister.com">Soundlister.com</a>.</p> <img width="600" height="338" src="https://soundlister.com/wp-content/uploads/2021/04/Alan-Silvestri-composer-600x338.jpg" class="attachment-large size-large wp-post-image" alt="Alan Silvestri composer - Working In Sound" loading="lazy" style="float:left; margin:0 15px 15px 0;" /><hr> Alan Silvestri &#8211; the award-winning composer behind scores for Back To The Future, Forrest Gump, The Avengers &#038; more &#8211; shares workflow insights, tips and anecdotes in this great feature from Native Instruments: <hr> <iframe title="Alan Silvestri Breaks Down the Composing Workflow Behind his Blockbuster Scores | Native Instruments" width="1080" height="608" src="https://www.youtube.com/embed/La6R97pahR8?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe> <hr> Want to learn more about Alan Silvestri&#8217;s creative process? Check out these videos below: <hr> <iframe title="Alan Silvestri, Scoring a Blockbuster, Part 1: From Cubase to Dorico | Artist" width="1080" height="608" src="https://www.youtube.com/embed/GrDqGEQux7g?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe> <iframe title="Alan Silvestri, Scoring a Blockbuster, Part 2: Working in Dorico | Artist" width="1080" height="608" src="https://www.youtube.com/embed/KAN-ROVLZzQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe> <br>&nbsp; <br> <center>Be the first to know about exciting new audio job posts: <a href="https://asoundeffect.us7.list-manage.com/subscribe?u=591aa926dac921217c05d95b6&#038;id=bf10d62189" target="_blank" rel="noopener noreferrer">Get the Audio Jobs newsletter here</a></center><br> <div class='ctx-subscribe-container ctx-personalization-container ctx_default_placement ctx-clearfix'></div><div class='ctx-social-container ctx_default_placement ctx-clearfix'></div><div class='ctx-module-container ctx_default_placement ctx-clearfix'></div><span class="ctx-article-root"><!-- --></span><p>The post <a rel="nofollow" href="https://soundlister.com/working-in-sound-alan-silvestri-on-the-composing-workflow-behind-his-blockbuster-scores/">Working in Sound: Alan Silvestri on the composing workflow behind his blockbuster scores</a> appeared first on <a rel="nofollow" href="https://soundlister.com">Soundlister.com</a>.</p> Audio Jobs Working In Sound Asbjoern Andersen 22 great new audio jobs at Netflix, Bungie, CNN, Playside, Mountaintop Studios, Frontier, Epic Games, Rare Ltd, Cloud Chamber, Visual Concepts, Vox, SB Nation, Vox Media, Axon, Jumbuck Film & TV, Amazon, EA Create Audio, BioWare, and IO Interactive https://soundlister.com/20-great-new-audio-jobs-at-netflix-bungie-cnn-playside-mountaintop-studios-frontier-rare-ltd-cloud-chamber-visual-concepts-vox-sb-nation-vox-media-axon-jumbuck-film-tv-amazon-ea-creat/ Soundlister.com urn:uuid:866af2bc-c2f6-3523-2583-ef34356e0808 Thu, 15 Apr 2021 23:19:24 +0200 <p><img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" />Wanted: Audio Designer, Sound Designer, Music Supervisor, Musician, Incubation Sound Designer, Senior Technical Audio Designer, Temp Audio Designer, Creative Producer, Branded Audio, Audio Producer, Senior Audio Producer, Head of Audio/Podcast Programming, Editorial &#038; Publishing, Foley Recordist, Contract Junior to Mid-Level Sound Designer, Temp Audio Designer, Product Designer, Audio, Audio Artist - Speech, Senior Audio Designer, and Dialogue Sound Designer</p> <p>The post <a rel="nofollow" href="https://soundlister.com/20-great-new-audio-jobs-at-netflix-bungie-cnn-playside-mountaintop-studios-frontier-rare-ltd-cloud-chamber-visual-concepts-vox-sb-nation-vox-media-axon-jumbuck-film-tv-amazon-ea-creat/">22 great new audio jobs at Netflix, Bungie, CNN, Playside, Mountaintop Studios, Frontier, Epic Games, Rare Ltd, Cloud Chamber, Visual Concepts, Vox, SB Nation, Vox Media, Axon, Jumbuck Film &#038; TV, Amazon, EA Create Audio, BioWare, and IO Interactive</a> appeared first on <a rel="nofollow" href="https://soundlister.com">Soundlister.com</a>.</p> <img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" /><div style="padding-bottom: 40px;"> <div class="frm_forms with_frm_style frm_style_job-submission-style" id="frm_form_21_container" > <form enctype="multipart/form-data" method="post" class="frm-show-form frm_pro_form " id="form_frd89" > <div class="frm_form_fields "> <fieldset> <legend class="frm_hidden">Job Subscription</legend> <div class="frm_fields_container"> <input type="hidden" name="frm_action" value="create" /> <input type="hidden" name="form_id" value="21" /> <input type="hidden" name="frm_hide_fields_21" id="frm_hide_fields_21" value="" /> <input type="hidden" name="form_key" value="frd89" /> <input type="hidden" name="item_meta[0]" value="" /> <input type="hidden" id="frm_submit_entry_21" name="frm_submit_entry_21" value="0da5acfbad" /><input type="hidden" name="_wp_http_referer" value="/feed/" /><label for="frm_verify_21" class="frm_screen_reader frm_hidden">If you are human, leave this field blank.</label> <input type="text" class="frm_hidden frm_verify" id="frm_verify_21" name="frm_verify" value="" /> <p><center></p> <div id="frm_field_272_container" class="frm_form_field frm_html_container form-field"><center></p> <h3>Get exciting new audio job opportunities delivered straight to your inbox</h3> <p></center></div> <p></center></p> <div id="frm_field_271_container" class="frm_form_field form-field frm_none_container frm_first frm_half"> <label for="field_adbxe" class="frm_primary_label">Email Address <span class="frm_required"></span> </label> <input type="email" id="field_adbxe" name="item_meta[271]" value="" placeholder="Enter email address" data-invmsg="Email Address is invalid" /> </div> <input type="hidden" name="item_key" value="" /> <div class="frm_submit frm_half"> <input type="submit" value="Subscribe" class="frm_final_submit" /> <img class="frm_ajax_loading" src="https://soundlister.com/wp-content/plugins/formidable/images/ajax_loader.gif" alt="Sending"/> </div></div> </fieldset> </div> </form> </div> </div> <div style="padding-bottom: 20px;"><p>We came across interesting new jobs at Playside Studios, Mountaintop Studios, Frontier Developments, and Rare Ltd &#8211; and they&#8217;re looking for an Audio Designer (Vic, Australia), Sound Designer (US/Canada), Music Supervisor (England), and Musician (England).</p> <p>We also found openings for an <a href="https://careers.bungie.com/jobs/3052326/incubation-sound-designer" target="_blank" rel="noopener noreferrer">Incubation Sound Designer</a> at Bungie (WA, US), <a href="https://boards.greenhouse.io/2k/jobs/4414290003" target="_blank" rel="noopener noreferrer">Senior Technical Audio Designer</a> at Cloud Chamber (QC, Canada), <a href="https://boards.greenhouse.io/2k/jobs/4468407003" target="_blank" rel="noopener noreferrer">Temp Audio Designer</a> at Visual Concepts (CA, US), <a href="https://boards.greenhouse.io/voxmedia/jobs/2756840?gh_jid=2756840" target="_blank" rel="noopener noreferrer">Creative Producer, Branded Audio</a> at Vox Media (SF/LA/NY, US), <a href="http://boards.greenhouse.io/voxmedia/jobs/2929028?gh_jid=2929028" target="_blank" rel="noopener noreferrer">Audio Producer</a> at SB Nation (Remote), <a href="http://boards.greenhouse.io/voxmedia/jobs/1933958?gh_jid=1933958" target="_blank" rel="noopener noreferrer">Senior Audio Producer</a> at Vox Media (NY, US), <a href="https://startup.jobs/head-of-audio-podcast-programming-editorial-publishing-at-netflix" target="_blank" rel="noopener noreferrer">Head of Audio/Podcast Programming, Editorial &#038; Publishing</a> at Netflix (CA, US), <a href="https://www.linkedin.com/jobs/view/2482287387/?eBP=JOB_SEARCH_ORGANIC&#038;recommendedFlavor=ACTIVELY_HIRING_COMPANY&#038;refId=eADtIxSfrY4UdZ0%2FAcnHTQ%3D%3D&#038;trackingId=8zr44DHVH1cz3D%2Fzp%2FjEfw%3D%3D&#038;trk=flagship3_search_srp_jobs&#038;lipi=urn%3Ali%3Apage%3Ad_flagship3_search_srp_jobs%3BL4n%2FLId%2BTPivzIIVx9abpA%3D%3D&#038;lici=8zr44DHVH1cz3D%2Fzp%2FjEfw%3D%3D" target="_blank" rel="noopener noreferrer">Sound Designer</a> at Axon (WA, US), <a href="https://warnermediacareers.com/global/en/job/182293BR/Product-Designer-Audio-CNN-Digital" target="_blank" rel="noopener noreferrer">Product Designer, Audio</a> at CNN Digital (NY, US), <a href="https://ea.gr8people.com/jobs/164755/audio-artist-speech" target="_blank" rel="noopener noreferrer">Audio Artist &#8211; Speech</a> at EA Create Audio (BC, Canada), <a href="https://ea.gr8people.com/jobs/165185/senior-audio-designer-bioware" target="_blank" rel="noopener noreferrer">Senior Audio Designer</a> at BioWare (Multiple Locations in Canada/US), and <a href="https://career.ioi.dk/ad/dialogue-sound-designer/7u6ksy" target="_blank" rel="noopener noreferrer">Dialogue Sound Designer</a> at IO Interactive (Denmark/Sweden).</p> <p>Bonus: <a href="https://www.facebook.com/groups/audiojobs/" target="_blank" rel="noopener noreferrer">The Audio Jobs</a> group also has opportunities for a <a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fwww.jumbuck.co.uk%2F%3Ffbclid%3DIwAR00ai13Pku7jDxT-TTCoOOtT0_CSByhtGDkv3JZnfBEA8Zq0mh_nRBXqYk&#038;h=AT2MCBmS5k78eSwrPqrczoOElgUssLnWOXs7aCem4xmjwdm8AbA6eBx2Le1xH6wB0-R6TSU0aNlsIr04PWyPWarzNtofGkxMJH1orcxH3dp_xMDBp7EWgkDbNtzVmoDjJA&#038;__tn__=H-R&#038;c[0]=AT1F5ikSYV7an0nAcp5xHtTX7pD1IELDzzJfAJYUZ2kIm_1JKmYLeEdJApeYHEiZxJuCl3xq5l3fRLGU9OIYthIsTAldBPAWyhVPqm-I1c2RVapoMkEr0AnMnkeB9ajChjM51Ov20BMGieZAvkabsKU_vPTsgJC0OQPK1hScCx5NSd4odId9W9M4ZUkFdvsB0pqB0Hr5NonnzQTH" target="_blank" rel="noopener noreferrer">Foley Recordist</a> at Jumbuck Film &#038; TV (England), <a href="https://www.facebook.com/groups/audiojobs/permalink/875808469817242" target="_blank" rel="noopener noreferrer">Contract Junior to Mid-Level Sound Designer</a> for Jonathan Grover (Remote), a still-open opportunity for a <a href="https://www.amazon.jobs/en/jobs/1485107/sound-designer-new-world" target="_blank" rel="noopener noreferrer">Sound Designer</a> at Amazon (CA, US), <a href="https://epicgames.wd5.myworkdayjobs.com/en-US/Epic_Games/job/Cary-NC/Technical-Sound-Designer_R4158-1" rel="noopener noreferrer" target="_blank">Technical Sound Designer</a> and a <a href="https://epicgames.wd5.myworkdayjobs.com/en-US/Epic_Games/job/Cary-NC/Senior-Sound-Designer_R4369-1" rel="noopener noreferrer" target="_blank">Senior Sound Designer</a> at Epic Games (Cary, NC). and <a href="https://ea.gr8people.com/jobs/165011/audio-designer-temporary-bioware?fbclid=IwAR019W8s_VQH_rMbCfUEQFmR_pIwoVs4jbnSQkbJzE7DIuV-JYDFQLsoOBs" target="_blank" rel="noopener noreferrer">Temp Audio Designer</a> at BioWare (AL, Canada). Happy job hunting!</p> </div> <hr> <strong>Highlight &#8211; sound stories this week:</strong> Hear what it takes to get started and succeed in <a href="https://www.asoundeffect.com/composer-success-series-charlie-clouser-sherri-chung-cindy-oconnor/" target="_blank" rel="noopener noreferrer">composing for the TV industry,</a> from Charlie Clouser, Sherri Chung &#038; Cindy O’Connor. Learn about the year-long process of <a href="https://www.asoundeffect.com/chaos-walking-sound/" target="_blank" rel="noopener noreferrer">designing the ‘noise’ for <em>Chaos Walking</em>’s dystopian sci-fi world</a>. And Oscar-winning supervising sound editor and sound designer Richard King takes you behind <a href="https://www.asoundeffect.com/tenet-wonder-woman-84-sound/" target="_blank" rel="noopener noreferrer">the sound of <em>Tenet </em>and <em>Wonder Woman 1984</em></a>. <hr> <br> <div class="note"><strong><span style="font-size: 24px;">Audio Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Playside Studios</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Melbourne, Australia</span><br> <div class="jobDesc"><strong>Job description</strong> <p>We are looking for a super talented Audio Designer to help contribute to our exciting next-gen console titles.</p> <p>In this role, the Audio Designer will be tasked with the production of high-quality audio assets across all areas; everything from SFX and foley recording to VO and music editing (please note we are not currently looking for a Composer at this time). </p> <p>As part of the role, the Audio Designer will have the opportunity to add their own creative and technical touch to a wide variety of titles across multiple styles and platforms. They will be passionate about their work, an excellent communicator and an efficient problem solver, all the while ensuring that they adhere to PlaySide’s (and external parties’) design philosophies and standards. But most importantly; they’ll be a great team player and a fantastic addition to PlaySide’s awesome studio culture.</p> <p>Please include a link to your Portfolio demonstrating outstanding visual and technical ability.</p> <strong>KEY RESPONSIBILITIES</strong> <ul> <li>Design exceptional audio content to create fun and engaging player experiences.</li> <li>Contribute to all aspects of sound design, post-production and implementation as required. This applies to both linear and interactive content, and across multiple audio styles and game genres.</li> <li>Work closely with the Audio Lead to establish unique sonic identities for all projects. Efficiently action feedback from department Leads or clients to suit project scope and timelines.</li> <li>Optimize audio memory allocations and performance to suit individual release platforms</li> <li>Collaboratively design, establish, and troubleshoot key audio system components within Unity and Unreal. </li> <li>Efficiently handle asset management tasks and assistance in documentation where needed (asset management is a whole team effort).</li> <li>Liaise with producers, Audio team members, and other department/project team members to ensure audio tasks are within time/budget.</li> <li>Work alongside the other Audio team members in a professional manner, and provide thoughts on improvements to all projects studio-wide. Also expected to work at a technical level with all other members of staff in all areas of expertise. </li> <li>Contribute to the continual improvement of Audio team workflow and efficiency by sharing relevant experience and skill, both verbally and through demonstration and/or documentation</li> <li>Provide mentorship and onboarding of any junior members of the team.</li> <li>To help in reinforcing great company-wide teamwork and amazing studio culture.</li> </ul> <strong>REQUIRED SKILLS</strong> <ul> <li>Intermediate audio editing, asset synthesis, processing and mixing skills &#8211; particularly with SFX and dialogue</li> <li>Intermediate knowledge and experience with one or more current DAWs (Logic Pro X / Reaper a plus) and software/plugins (ie. iZotope, Waves, Kontakt etc)</li> <li>Ability to work on multiple tasks and projects simultaneously, and quickly adapt to/manage competing priorities.</li> <li>Proven track record of shipped titles both internal and/or external. Interactive film mediums also a consideration.</li> <li>Strong technical and troubleshooting skills. Able to assess and identify further opportunities to improve workflows.</li> <li>Deep understanding of both the game development process and working in Unity/Unreal. Moderate audio scripting abilities (C# / C++)</li> <li>Strong attention to detail, and the ability to work independently to get the job done without day-to-day direction. </li> <li>Excellent organizational and communication skills</li> <li>A tertiary degree or equivalent professional qualification in a relevant field.</li> <li>Understanding of mobile / console games, and the industry as a whole.</li> <li>Ability to think on their feet and act quickly.</li> <li>A good work ethic and a positive attitude</li> <li>Quality demo reel</li> </ul> <p>If you&#39;re ready to stand out from the crowd and deliver exceptional work please keep reading…</p> <strong>WHAT WE OFFER!</strong> <ul> <li>Incredible studios based in gorgeous Port Melbourne, right next to the city and many public transport options.</li> <li>Amazing culture and team, we have some of the best people in Australia (we&#39;re not biased at all <img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f609.png" alt=" Audio Jobs Audio Audio Artist - Speech Audio Designer Audio Producer Branded Audio Contract Junior to Mid-Level Sound Designer Creative Producer Dialogue Sound Designer Editorial & Publishing Foley Recordist Head of Audio/Podcast Programming Incubation Sound Designer Music Supervisor Musician Product Designer Senior Audio Designer Senior Audio Producer Senior Technical Audio Designer Sound Designer Temp Audio Designer Adriane Kuzminski Monster In The Swamp: Santee Coastal Reserve https://acousticnature.com/journal/field-recording-nature-sounds-in-santee-coastal-reserve Acoustic Nature - Field Recording Blog urn:uuid:0589220a-f3ec-315d-085e-a989d703ae78 Thu, 15 Apr 2021 21:12:34 +0200 See what it’s like to explore and record one of the unknown gems of the Eastern United States in this article! &nbsp;<h3><em>See what it’s like to explore and record one of the unknown gems of the Eastern United States.</em></h3>&nbsp;&nbsp; <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618338805188-PIE68ETU49LM0P7W2RNK/ke17ZwdGBToddI8pDm48kFT-_JTSz9F8aN2K_3f4bm8UqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcBgf58c_doqJWc7Spy4BPKgQmv7rBLPm6QsrZDbitO9pIZBakO5JsGAxmkFYEirss/Field-Recording-Nature-Sounds-In-Santee-Coastal-Reserve.jpg" data-image-dimensions="1200x785" data-image-focal-point="0.5,0.5" alt="Join me on a field recording trip to the Santee Coastal Reserve where I record the sounds of an alligator bellowing and much more!" data-load="false" data-image-id="6075e3f4af84d675c1766d7b" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618338805188-PIE68ETU49LM0P7W2RNK/ke17ZwdGBToddI8pDm48kFT-_JTSz9F8aN2K_3f4bm8UqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcBgf58c_doqJWc7Spy4BPKgQmv7rBLPm6QsrZDbitO9pIZBakO5JsGAxmkFYEirss/Field-Recording-Nature-Sounds-In-Santee-Coastal-Reserve.jpg?format=1000w" /> </figure> <p class="">The next stop on my field recording road trip brought me to the Santee Coastal Reserve on the coast of South Carolina. I was originally attracted to this area because of its size, distance from main roads and free camping. In total, I spent three nights here and was truly in awe of the beauty and diversity of this land.</p><p class="">This trip blessed me with many recordings but most notable were the monstrous sound of bellowing male alligators and the best barred owl calls I’ve captured to date. </p><h1>Santee Coastal Reserve</h1>&nbsp;<p class="">Before the Santee Coastal Reserve (SCR) was protected, much of the land was used for rice farming. The habitat created by rice fields is invaluable to wildlife, and is especially so at the SCR now that the property is managed for the benefit of breeding, migratory and wintering waterfowl, shorebirds and wading birds.</p><p class="">In fact, the SCR has earned the designation as Important Bird Area by the American Bird Conservancy. For more information about Important Bird Areas, click <a href="https://www.audubon.org/important-bird-areas" target="_blank">here</a>. </p><p class="">Besides the managed rice fields, the SCR also features upland forests of longleaf pine and live oak, bottomland cypress swamps, and freshwater, brackish and tidal wetlands.</p><p class="">There area also two islands in the reserve that are only accessible via boat and offer habitat to nesting loggerhead sea turtles. </p><p class="">I wasn’t able to explore either island on this trip but I hope to in the future.</p> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618341705027-C5ICSZA9PJ8F4FESKQD8/ke17ZwdGBToddI8pDm48kH12H_EdUeZY-Tvv_svcNx9Zw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZamWLI2zvYWH8K3-s_4yszcp2ryTI0HqTOaaUohrI8PI4AEFf-Jlj0yHs2ru3Hd-GQga4EnrFO4bxXsJo1lTp14KMshLAGzx4R3EDFOm1kBS/Globally-Important-Bird-Area.jpg" 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src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618342346500-U49VH898N6HPAPJPRC61/ke17ZwdGBToddI8pDm48kEc6DKFOx3cpvkyhZQwPkJYUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKc53GO0vWykWK-lIOAtsaJ7vbB1JiXq7byw-6Ogo-kuNnXzR_WIuWSVqqqoqhN8EA5/JJB_5864.jpg?format=1000w" /><br> </a> <a data-title="" data-description="" data-lightbox-theme="dark" href="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618342347347-0XYNGA9MHP4JSMS8VE3X/ke17ZwdGBToddI8pDm48kJ94hfyAQ1uVIkkef5L_mUkUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8PaoYXhp6HxIwZIk7-Mi3Tsic-L2IOPH3Dwrhl-Ne3Z2NbSJ9etoghutjCE1E2l5aaZO_JxA5uaNoGJ-XDDY0xpkOpdljO7Z-5qh0zg85Jnj/JJB_5969.jpg" role="button" class=" image-slide-anchor js-gallery-lightbox-opener content-fit " > <span class="v6-visually-hidden">View fullsize</span> <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618342347347-0XYNGA9MHP4JSMS8VE3X/ke17ZwdGBToddI8pDm48kJ94hfyAQ1uVIkkef5L_mUkUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8PaoYXhp6HxIwZIk7-Mi3Tsic-L2IOPH3Dwrhl-Ne3Z2NbSJ9etoghutjCE1E2l5aaZO_JxA5uaNoGJ-XDDY0xpkOpdljO7Z-5qh0zg85Jnj/JJB_5969.jpg" data-image-dimensions="801x1200" data-image-focal-point="0.5,0.5" alt="JJB_5969.jpg" data-load="false" data-image-id="6075f1cbb5e11d3e7ae4f830" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618342347347-0XYNGA9MHP4JSMS8VE3X/ke17ZwdGBToddI8pDm48kJ94hfyAQ1uVIkkef5L_mUkUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8PaoYXhp6HxIwZIk7-Mi3Tsic-L2IOPH3Dwrhl-Ne3Z2NbSJ9etoghutjCE1E2l5aaZO_JxA5uaNoGJ-XDDY0xpkOpdljO7Z-5qh0zg85Jnj/JJB_5969.jpg?format=1000w" /><br> </a> <a data-title="" data-description="" data-lightbox-theme="dark" href="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618342345868-BB5EKYTV9FUORZMDCZ8R/ke17ZwdGBToddI8pDm48kEc6DKFOx3cpvkyhZQwPkJYUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKc53GO0vWykWK-lIOAtsaJ7vbB1JiXq7byw-6Ogo-kuNnXzR_WIuWSVqqqoqhN8EA5/JJB_5837.jpg" role="button" class=" image-slide-anchor js-gallery-lightbox-opener content-fit " > <span class="v6-visually-hidden">View fullsize</span> <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618342345868-BB5EKYTV9FUORZMDCZ8R/ke17ZwdGBToddI8pDm48kEc6DKFOx3cpvkyhZQwPkJYUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKc53GO0vWykWK-lIOAtsaJ7vbB1JiXq7byw-6Ogo-kuNnXzR_WIuWSVqqqoqhN8EA5/JJB_5837.jpg" data-image-dimensions="1200x801" data-image-focal-point="0.5,0.5" alt="JJB_5837.jpg" data-load="false" data-image-id="6075f1c9b5e11d3e7ae4f821" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618342345868-BB5EKYTV9FUORZMDCZ8R/ke17ZwdGBToddI8pDm48kEc6DKFOx3cpvkyhZQwPkJYUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKc53GO0vWykWK-lIOAtsaJ7vbB1JiXq7byw-6Ogo-kuNnXzR_WIuWSVqqqoqhN8EA5/JJB_5837.jpg?format=1000w" /><br> </a> <h1>Behind The Sounds</h1><p class="">The “Behind The Sounds” series are available to my supporters on Ko-fi. In the series, I take you behind the scenes and show you what it’s like to be a nature field recordist.</p><p class="">If you would like to watch this episode and others, please consider supporting me with a <a href="https://ko-fi.com/acousticnature" target="_blank">one-time or monthly donation</a>. Your support goes a long way in helping me in my pursuit of quiet nature sounds.</p>&nbsp; <figure class=" sqs-block-image-figure intrinsic " > <a class=" sqs-block-image-link " href="https://ko-fi.com/post/Santee-Coastal-Reserve-Behind-The-Sounds-Ep-3-S6S34B4QR" target="_blank" > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618502533518-ARPHA8TBVR6MZQRBLAPL/ke17ZwdGBToddI8pDm48kIE-NnBFuD2itUqU8oodiJFZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZamWLI2zvYWH8K3-s_4yszcp2ryTI0HqTOaaUohrI8PIeFj5WX46E-8Bo_uVpFEA0e6w_ag9Dmhd7vaQoYqHQO8KMshLAGzx4R3EDFOm1kBS/Youtube-Thumbnail-Ko-fi-Template.jpg" data-image-dimensions="853x505" data-image-focal-point="0.5,0.5" alt="Youtube-Thumbnail-Ko-fi-Template.jpg" data-load="false" data-image-id="607863852b06324f814bf86a" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618502533518-ARPHA8TBVR6MZQRBLAPL/ke17ZwdGBToddI8pDm48kIE-NnBFuD2itUqU8oodiJFZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZamWLI2zvYWH8K3-s_4yszcp2ryTI0HqTOaaUohrI8PIeFj5WX46E-8Bo_uVpFEA0e6w_ag9Dmhd7vaQoYqHQO8KMshLAGzx4R3EDFOm1kBS/Youtube-Thumbnail-Ko-fi-Template.jpg?format=1000w" /> </a> </figure> &nbsp;<h1>Recording</h1><p class="">Because I arrived late to the SCR my first day, I only had time to setup camp and explore one trail before sunset. I did capture some recordings of me walking on the raised boardwalk and of the soundscape there, but handling noise and noise pollution prevented me from recording anything great.</p><p class="">Over the next two days and nights, I had much more success setting up drop rigs with my SASS microphones paired with a D100, Olympus LS-10 and even a Tascam DR-05x to test it’s new scheduled recording feature. </p><h3><strong>Recording #1</strong></h3>&nbsp; <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618350562561-SOO4T8S6XYM8T8FGY7XM/ke17ZwdGBToddI8pDm48kEc6DKFOx3cpvkyhZQwPkJYUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKc53GO0vWykWK-lIOAtsaJ7vbB1JiXq7byw-6Ogo-kuNnXzR_WIuWSVqqqoqhN8EA5/Recording-1.jpg" data-image-dimensions="1200x801" data-image-focal-point="0.5,0.5" alt="First drop rig: SASS microphone with Olympus LS-10 recorder." data-load="false" data-image-id="607611e2f832f0238c9ad41a" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1618350562561-SOO4T8S6XYM8T8FGY7XM/ke17ZwdGBToddI8pDm48kEc6DKFOx3cpvkyhZQwPkJYUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKc53GO0vWykWK-lIOAtsaJ7vbB1JiXq7byw-6Ogo-kuNnXzR_WIuWSVqqqoqhN8EA5/Recording-1.jpg?format=1000w" /> <figcaption class="image-caption-wrapper"> <p class="">First drop rig: SASS microphone with Olympus LS-10 recorder. </p> </figcaption> </figure> &nbsp;<p class="">My first recording overlooked a large wetland densely populated with tall vegetation. The sound of the wind blowing through the grass caught my ear, as did the many species of birds calling at dusk. </p><p class="">After hearing both, I attached my SASS microphone to a tree and ran the audio into an Olympus LS-10 recorder in a drybag. </p><p class="">The recordings that resulted from this setup were my favorites. The star of the show was a close by alligator making territorial bellowing sounds. </p><p class="">When I first saw them on the spectrogram, they were such a low frequency that I thought they must be some kind of noise pollution. When I listened, I knew it must be an animal and I first thought it was a frog. After doing some research, I excitedly discovered that it was an alligator! I was surprised to hear that one was in this wetland with such thick vegetation. </p><p class=""><strong>Recordings In Chronological Order:</strong></p><iframe allow="autoplay" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1028828017&amp;color=%23ff5500&amp;auto_play=false&amp;hide_related=true&amp;show_comments=false&amp;show_user=false&amp;show_reposts=false&amp;show_teaser=false" width="100%" frameborder="no" height="166"></iframe><a href="https://soundcloud.com/acousticnature" title="Acoustic Nature" target="_blank">Acoustic Nature</a> · <a href="https://soundcloud.com/acousticnature/738pm-cardinal-dusk-chorus" title="Cardinal Dusk Chorus - LS10 Drop Rig (7:38pm)" target="_blank">Cardinal Dusk Chorus - LS10 Drop Rig (7:38pm)</a><iframe allow="autoplay" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1028828059&amp;color=%23ff5500&amp;auto_play=true&amp;hide_related=true&amp;show_comments=false&amp;show_user=false&amp;show_reposts=false&amp;show_teaser=false" width="100%" frameborder="no" height="166"></iframe><a href="https://soundcloud.com/acousticnature" title="Acoustic Nature" target="_blank">Acoustic Nature</a> · <a href="https://soundcloud.com/acousticnature/roaring-swamp-beast-bellowing-alligator" title="Roaring Swamp Beast - Bellowing Alligator (11:57pm)" target="_blank">Roaring Swamp Beast - Bellowing Alligator (11:57pm)</a><iframe allow="autoplay" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1028828038&amp;color=%23ff5500&amp;auto_play=false&amp;hide_related=true&amp;show_comments=false&amp;show_user=false&amp;show_reposts=false&amp;show_teaser=false" width="100%" frameborder="no" height="166"></iframe><a href="https://soundcloud.com/acousticnature" t Field Recording Sound Story Jared Blake Monster In The Swamp: Santee Coastal Reserve Insert Saved MIDI With SWS Resources https://reaperblog.net/2021/04/sws-insert-midi/ The REAPER Blog urn:uuid:9de7e143-f519-5794-e803-b0f1d9aea8f6 Thu, 15 Apr 2021 18:48:35 +0200 <p>Save time programming MIDI by reusing your favorite patterns and instantly adding them to the project with keyboard shortcuts.</p> The post <a href="https://reaperblog.net/2021/04/sws-insert-midi/">Insert Saved MIDI With SWS Resources</a> first appeared on <a href="https://reaperblog.net">The REAPER BLOG</a>. ACTIONS TUTORIAL VIDEO Admin The Composer Success Series: Composing for Television – with Charlie Clouser, Sherri Chung, & Cindy O’Connor https://www.asoundeffect.com/composer-success-series-charlie-clouser-sherri-chung-cindy-oconnor/ A Sound Effect urn:uuid:d0de1287-c4e7-9f46-8bbc-368c13fbcd42 Wed, 14 Apr 2021 13:58:19 +0200 <img width="640" height="388" src="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/13092441/composer_success_series_b.jpg" class="attachment-large size-large wp-post-image" alt="Composer Success Series with Charlie Clouser, Sherri Chung, &amp; Cindy O’Connor" srcset="https://cdna.asoundeffect.com/wp-content/uploads/2021/04/13092441/composer_success_series_b.jpg 825w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/13092441/composer_success_series_b-300x182.jpg 300w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/13092441/composer_success_series_b-768x465.jpg 768w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/13092441/composer_success_series_b-125x76.jpg 125w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/13092441/composer_success_series_b-75x45.jpg 75w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/13092441/composer_success_series_b-220x133.jpg 220w, https://cdna.asoundeffect.com/wp-content/uploads/2021/04/13092441/composer_success_series_b-500x303.jpg 500w" sizes="(max-width: 640px) 100vw, 640px" /><p>Hear what it takes to get started and succeed in composing for the TV industry, from Charlie Clouser, Sherri Chung &#038; Cindy O'Connor:</p> <p>The post <a rel="nofollow" href="https://www.asoundeffect.com/composer-success-series-charlie-clouser-sherri-chung-cindy-oconnor/">The Composer Success Series: Composing for Television &#8211; with Charlie Clouser, Sherri Chung, &amp; Cindy O&#8217;Connor</a> appeared first on <a rel="nofollow" href="https://www.asoundeffect.com">A Sound Effect</a>.</p><img src="http://feeds.feedburner.com/~r/ASoundEffect/~4/_OH3nEfNRuE" height="1" width="1" alt=""/> Music Cindy O'Connor composer Composer Charlie Clouser Composer Cindy O'Connor Composer Sherri Chung Composer Success Book Composer Success Guide Composer Success Series how to resources success The Composer Success Book The Composer Success Guide The Composer Success Series tips tricks workflow Jennifer Walden How I edit and master my field recordings https://mindful-audio.com/blog/how-to-edit-master-field-recordings Blog - Mindful Audio urn:uuid:20c78ac8-8722-026d-06c8-c3f0b3026e32 Tue, 13 Apr 2021 19:00:00 +0200 The studio side of field recording <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1618329144837-FULMBII1I9L2DTDPJIIP/ke17ZwdGBToddI8pDm48kPTrHXgsMrSIMwe6YW3w1AZ7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0k5fwC0WRNFJBIXiBeNI5fKTrY37saURwPBw8fO2esROAxn-RKSrlQamlL27g22X2A/DSC_0576-1-3.jpg" data-image-dimensions="2500x1406" data-image-focal-point="0.5,0.5" alt="The studio side of field recording" data-load="false" data-image-id="6075be36afe07406d1231a58" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1618329144837-FULMBII1I9L2DTDPJIIP/ke17ZwdGBToddI8pDm48kPTrHXgsMrSIMwe6YW3w1AZ7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0k5fwC0WRNFJBIXiBeNI5fKTrY37saURwPBw8fO2esROAxn-RKSrlQamlL27g22X2A/DSC_0576-1-3.jpg?format=1000w" /> <figcaption class="image-caption-wrapper"> <p class="">The studio side of field recording</p> </figcaption> </figure> <p class="">I love talking about field recording, as you can gather from reading my blog or following me on social media. I’m deeply passionate about all aspects of the discipline and I also love to inspire others to pursue it. Something I haven’t talked much about is the editing and mastering side, probably because it isn’t as glamorous as teetering on the edge of a volcano or being chased by an orangutan in the rainforest. It may also be because I do my best to escape the studio whenever I can, and this would mean more time spent indoors. At any rate, with this blog post I’m trying to fix that.</p><p class="">Before I start, I have to preface this with an important point. If I mention gear or software, it’s because that’s what works for me. Same goes for workflows. It’s always very tempting to buy more kit or to chase the next magic bullet, but that isn’t what I’m trying to achieve. Instead, I suggest you take all this as data points and make your own judgments. Try to use what you already own and only If that doesn’t work, upgrade. I’m always happy to answer questions so feel free to comment below.</p><h1>In the field</h1> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1618329539276-SBT2LPHAMG3NG7TJWBEX/ke17ZwdGBToddI8pDm48kDHPSfPanjkWqhH6pl6g5ph7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0mwONMR1ELp49Lyc52iWr5dNb1QJw9casjKdtTg1_-y4jz4ptJBmI9gQmbjSQnNGng/Editing+field+recordings+on+expedition" data-image-dimensions="2500x1875" data-image-focal-point="0.5,0.5" alt="Editing field recordings on expedition" data-load="false" data-image-id="6075bfc01c5bea773f9a1564" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1618329539276-SBT2LPHAMG3NG7TJWBEX/ke17ZwdGBToddI8pDm48kDHPSfPanjkWqhH6pl6g5ph7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0mwONMR1ELp49Lyc52iWr5dNb1QJw9casjKdtTg1_-y4jz4ptJBmI9gQmbjSQnNGng/Editing+field+recordings+on+expedition?format=1000w" /> <figcaption class="image-caption-wrapper"> <p class="">Editing field recordings on expedition</p> </figcaption> </figure> <p class="">My editing process starts in the field. Even before I press record, I give a lot of thought to what the final result will sound like and how it will be experienced. If I’m recording soundscapes, I want them to be as flexible as possible so I will record long takes: never less than 10 minutes, sometimes as long as 2 or 3 days. My reasoning here is simple – it’s better to have more options and it’s much easier to cut out parts of the recording than to somehow lengthen it. </p><p class="">Recording long takes gives me a lot of flexibility when I’m back in the studio. From the same recording session I can derive sound effects libraries, albums for listening, soundscapes for upload to Youtube, material for music composition, focused sound effects, environmental data etc. I make sure to slate each session at the start and at the end (if there’s any battery left when I collect the rigs) with the equipment I’m using, time of day, location, interesting information about the surroundings, etc.</p><p class="">I record soundscapes in stereo, quad or double Mid-Side. Of all these, DMS is the most flexible as it can be decoded to mono, stereo or surround. It doesn’t sound as immersive as a recording made with spaced omnis or omnis as “tree ears” (a technique that I’m very fond of along with Thomas Rex Beverly and Andy Martin), but the very compact rig and the fact that it can be decoded into so many formats makes up for it. AB or tree ears with omni mics is lovely and immersive to listen to, but is limited to stereo (unless you do quad tree ears). Sometimes it’s easier to tape two lav mics like the Lom mikroUsis to branches on a tree and to plug them into a minuscule recorder such as the Sony A10. A DMS rig would be much more conspicuous in these situations so the benefits of surround sound will be outweighed by the risk of having the equipment stolen or destroyed.</p><p class="">I prefer not to fiddle with the <strong>stereo image</strong> once I’ve made the recording. I spend a good amount of time deciding on where to record, and stereo or surround imaging is a big part of these decisions. I also think about distance to a certain subject or sound source at this stage, trying to have a nice balance between foreground, background, possible distant elements, reflections etc. This isn’t a straightforward task and requires a lot of listening, but it gets easier with practice and can make a big difference in the final recording.</p><p class="">I usually record <strong>24 bit 96 kHz</strong>. I will record at 192 kHz if I use mics that reach high into the frequency spectrum, if I’m recording sources that have a lot of high frequency content and/or if I need to pitch shift the recordings drastically in post. In some situations I also record in 32 bit. This allows for greater dynamic range than 24 bit, although it’s not a magical solution that will prevent just any recording from clipping. Outside these edge cases though, 24/96 is perfectly suited for my recording purposes and offers me enough flexibility while maintaining manageable file size and power consumption. </p><p class="">In the field I’m very deliberate about data management. This isn’t necessarily relevant to editing and mastering but it makes my studio work much easier if everything is neatly organised and labelled. I try to copy data over from recording media to my laptop and at least two SSDs at least once a day, if it’s possible. Sometimes I’m on a long hike in places like the rainforest so this won’t be easy, but I bring tens of SD cards (or whatever recording media my devices take). This way I can simply replace them after every session instead of using them continuously and risking losing more than one session if they fail. </p> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1618330429400-VLPKM7V0A992EJCD3IW9/ke17ZwdGBToddI8pDm48kPTrHXgsMrSIMwe6YW3w1AZ7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0k5fwC0WRNFJBIXiBeNI5fKTrY37saURwPBw8fO2esROAxn-RKSrlQamlL27g22X2A/Field+recording+data+management" data-image-dimensions="2500x1406" data-image-focal-point="0.5,0.5" alt="Field recording data management" data-load="false" data-image-id="6075c33838126445076a594e" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1618330429400-VLPKM7V0A992EJCD3IW9/ke17ZwdGBToddI8pDm48kPTrHXgsMrSIMwe6YW3w1AZ7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0k5fwC0WRNFJBIXiBeNI5fKTrY37saURwPBw8fO2esROAxn-RKSrlQamlL27g22X2A/Field+recording+data+management?format=1000w" /> <figcaption class="image-caption-wrapper"> <p class="">Field recording data management</p> </figcaption> </figure> <p class="">As soon as I get back to basecamp, I copy everything on to proper drives with redundancy in mind, even if sometimes this takes many hours and I’d much rather be relaxing or exploring the landscape. I pair this with charging batteries and testing equipment so I can be more efficient with my time. I also like to have very quick listens to my recordings when I do the data management part, to identify faults, places or things I’d like to record some more and to have a rough idea about what I’m capturing. </p><h1>In the studio</h1><p class="">I’ve been working with digital audio in one shape or another since 2003, and I started field recording many years later. This insight into the studio side of audio work has helped me avoid some mistakes and has informed my work in the field.</p><p class="">Regardless of purpose, I try to listen to most if not all the recordings I make. That’s not an easy task given the hundreds of hours of soundscapes that I capture on an expedition with multiple drop rigs. It’s not impossible either, especially as I love listening to natural sounds and I can do it while reading, doing my taxes, writing or performing other tasks. I listen to DMS recordings in Reaper as I can decode them to stereo or surround in real time, while still having access to a waveform and spectrogram view (the latter is a bit limited in Reaper though). I listen to stereo recordings in Izotope RX which offers a powerful spectrogram view. </p><iframe scrolling="no" src="https://w.soundcloud.com/player/?visual=true&amp;url=https%3A%2F%2Fapi.soundcloud.com%2Fplaylists%2F48188262&amp;show_artwork=true&amp;callback=YUI.Env.JSONP.yui_3_17_2_1_1618329228403_27348&amp;wmode=opaque" width="100%" frameborder="no" height="450"></iframe><p class="">Before I listen to everything thoroughly though, I will have a few cursory listens and looks at the waveform/spectrogram. This way I can identify interesting events, useful parts or anything that I might want to go back to. When I come across something I want to explore more in detail, I drop a marker and name it something simple but easy to understand. For example, I would tag the start of the dawn chorus, a particular species, weather events, a particularly pleasant soundscape and so on.</p><p class="">Once I’m back in the studio and I’ve copied everything over to internal drives, had a few listens and know more or less what I’ve recorded, it’s time to focus on individual purposes. Sometimes these will overlap, so I try to keep track of everything in case I have to go back and export more parts.</p><p class="">Speaking of exporting, I never do destructive editing and I always keep a copy of the original recordings (plus the backup versions, of course). I make separate copies when working in waveform editors (Adobe Audition for example) and I export separate versions when I work in DAWs like Reaper. This way I keep the recordings as flexible as possible without making them better for a given purpose but possibly worse for others.</p><h1>Sound effects libraries</h1><p class="">One of the more important purposes for my field recordings has always been <a href="https://mindful-audio.com/sound-effects-libraries" target="_blank">sound effects libraries</a>. While this type of content isn’t used for research or scientific purposes, I like to keep it as transparent and unedited as possible. In places like the Congo basin rainforest, I was able to record for 48 hours without capturing <span>any</span> man-made sound. Those recordings are easy to edit and master compared to the soundscapes I got in the Amazon or in parts of Senegal. In these other locations, the amount of man-made noise was surprisingly high. Acoustic ecology and anthropophony are different topics worth discussing separately though. </p><p class=""><strong>Cutting</strong> parts of a long recording seems straightforward enough, but it might not be obvious where to start and end. I try to not break the natural flow of a soundscape by having cuts midway through a song phrase or mammal call, for example. </p><p class="">My libraries are mostly made up of tracks that are 5 to 10 minutes in length. Within these constraints there is a lot of leeway to include or exclude material. I try to cut or export audio with homogeneity in mind. If a bird sings prominently for 4 minutes, I will try to include that entire part instead of beginning or ending the file midway through the song. Similarly, if there’s a sudden change in the soundscape (e.g. a storm starts, wind stops completely or a very loud insect starts singing nearby), I will cut parts either before or after this event. There’s not much use in having two vastly different and disparate parts of a soundscape in the same file for library use.</p> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1618331017390-JVCRVAIONXNPXOISJ068/ke17ZwdGBToddI8pDm48kDHPSfPanjkWqhH6pl6g5ph7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0mwONMR1ELp49Lyc52iWr5dNb1QJw9casjKdtTg1_-y4jz4ptJBmI9gQmbjSQnNGng/IMG_7229-1.jpg" data-image-dimensions="2500x1875" data-image-focal-point="0.5066964285714286,0.7857142857142857" alt="Setting up a drop rig in Borneo" data-load="false" data-image-id="6075c57f00d51b079bccc220" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1618331017390-JVCRVAIONXNPXOISJ068/ke17ZwdGBToddI8pDm48kDHPSfPanjkWqhH6pl6g5ph7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0mwONMR1ELp49Lyc52iWr5dNb1QJw9casjKdtTg1_-y4jz4ptJBmI9gQmbjSQnNGng/IMG_7229-1.jpg?format=1000w" /> <figcaption class="image-caption-wrapper"> <p class="">Setting up a drop rig in Borneo</p> </figcaption> </figure> <p class="">Regardless how good I’ve become at setting <strong>gain levels</strong> (and I don’t think I’m that good), the loudness of a habitat changes over time. This inevitably results in parts of a long recording session that are too quiet. I avoid clipping by setting levels conservatively, using high quality, low noise equipment and sometimes using limiters or recording at 32 bit. </p><p class="">The first thing I look at when preparing a recording for use in a library is levels. I play it by ear and try to replicate the loudness I heard on location, so most of the time I don’t add a lot of dB of amplification. Sometimes I have to take the levels down a bit, which is generally better than raising them as it doesn’t raise the noise levels. </p><p class="">I never use lowpass filter functions on mics or recorders just so I can keep my recordings as flexible as possible. Some microphones pick up a lot of low end, like the Sennheiser MKH8020s for example. A lot of that low energy isn’t relevant or useful in an ambience sfx library and this is where <strong>EQ/filtering</strong> can be very useful. </p><p class="">I generally remove everything below 20 Hz and gently roll off content below 80 Hz or so. This varies depending on what I’m recording though. If there’s relevant content between 20 and 80 Hz (think thunder, a volcano, low frequency mammal calls, some bird calls etc) I will be more careful and won’t reduce it as much. The aim of EQ and/or filtering in this case is not to get rid of content, but rather to tame some frequencies so they don’t hog the dynamic range unnecessarily.</p> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1618331101959-JFZU6RUMRX41W38CT70B/ke17ZwdGBToddI8pDm48kJ5a22CA6cnGPk0MICWiq4h7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z5QPOohDIaIeljMHgDF5CVlOqpeNLcJ80NK65_fV7S1UTyHg1UW0Z9qDDvIOCyLEa7WhUyB18-tTFCiT-EhnOhpy4esdQB3BRl8sZrbGldWOw/Sennheiser+Double+Mid+Side" data-image-dimensions="1638x2048" data-image-focal-point="0.5,0.5" alt="Sennheiser Double Mid Side in Gabon" data-load="false" data-image-id="6075c5dc3b4da31f1066a610" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1618331101959-JFZU6RUMRX41W38CT70B/ke17ZwdGBToddI8pDm48kJ5a22CA6cnGPk0MICWiq4h7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z5QPOohDIaIeljMHgDF5CVlOqpeNLcJ80NK65_fV7S1UTyHg1UW0Z9qDDvIOCyLEa7WhUyB18-tTFCiT-EhnOhpy4esdQB3BRl8sZrbGldWOw/Sennheiser+Double+Mid+Side?format=1000w" /> <figcaption class="image-caption-wrapper"> <p class="">Sennheiser Double Mid Side in Gabon</p> </figcaption> </figure> <p class="">MKH series mics made by Sennheiser exhibit some high frequency noise, roughly above 30 kHz. That can be annoying when the soundscape is very subtle, as this noise is brought up when amplifying it. One way to remove some of this unwanted noise is by filtering it out. This will obviously filter out other relevant content in that range (bats, overtones of certain animal calls etc) so I only do it sparingly.</p><p class="">I also use EQs to filter out parts of some calls that can be excessively loud. Again, I feel like I have some freedom here since this content isn’t used for scientific purposes, and as long as I don’t completely change the sound of these places, I can make the recordings feel a bit more balanced and less grating. The usual culprits are insects, especially in tropical forests. Their calls can be deafening and need to be tamed before I include the recordings in a library. </p><p class=""><strong>Compression</strong> and <strong>limiting</strong> are a bit more controversial. I try not to mess with the dynamic range of a soundscape unless something is very much out of balance. Even then, I first try to find a different part of the recording where things are more even, and only as a last resort I will use gentle compression. I’m careful not to create so-called pumping effects and I try to avoid harsh, clipping-like noise in the louder parts of the recording. </p><p class=""><strong>Spectral editing</strong> can be useful in certain circumstances. This is not something I like to do though and only employ it when there’s no other option. For example, parts of the Borneo rainforest are surrounded by oil palm plantations. It’s an environmental tragedy worth talking about in a separate blog post, but its effects on the soundscape are pretty dire too. Maybe I’ll write about it sometime. </p><p class="">At any rate, going back to the soundscape in Borneo, I was surprised to see how much noise permeated from the plantations into the rainforest. Combustion engines seemed to carry for the longest distances, even if only between 20 and 80 Hz. There was a similar story in a mangrove forest on the Atlantic coast of Senegal. People would go fishing with motorboats before dawn and that ended up ruining a lot of recordings for me. There was no way to avoid capturing distant man-made sounds there.</p><p class="">In these cases, the only way to use the recordings without including the man-made sounds is to replace part of the soundscape with bits that aren’t marred by anthropophony. This isn’t 100% ideal, but it can work if there isn’t other relevant content that overlaps with the man-made sound I’m trying to replace. My approach to this is to splice in bits recorded in the same location with the same microphone so that I only have to replace the “dirty” part of the recording. Izotope RX has an especially useful tool that allows me to copy slices of the spectrum and then to paste them where needed.</p><p class="">Just to be clear, I only replace low frequencies (below 100Hz) this way, and only in situations where there’s no relevant content there (like a lion’s bellow, deadfall thuds, elephant rumbles etc). Trying to replace long parts higher up in the frequency spectrum will most of the time result in an unnatural and odd sounding recording so I just a Field recording tips George Vlad How I edit and master my field recordings 164 – Sound Design for Series Animation Roundtable Part 2 https://tonebenderspodcast.com/164-sound-design-for-series-animation-roundtable-part-2/ TonebendersPodcast.com urn:uuid:9a99b9da-5f13-a590-556d-89c57a5ffc8f Tue, 13 Apr 2021 17:54:31 +0200 We pick up where we left off in episode 163 with guests Kate Finan, Dominic Lawrence and Heather Olsen talking about doing sound design for&#8230; Case Study Design Techniques episodes Roundtable Timothy Muirhead New Features in REAPER 6.27 | per item channel mapping and more https://reaperblog.net/2021/04/627update/ The REAPER Blog urn:uuid:fe618690-cec3-55c9-5759-d587d98a57f9 Tue, 13 Apr 2021 00:56:38 +0200 <p>Catching up on features and changes from the past 3 update including changes to Razor Editing, appearance on Mac, and Channel Mapping.</p> The post <a href="https://reaperblog.net/2021/04/627update/">New Features in REAPER 6.27 | per item channel mapping and more</a> first appeared on <a href="https://reaperblog.net">The REAPER BLOG</a>. REAPER UPDATES TUTORIAL VIDEO Admin 22 great new audio jobs at Dolby, Striking Distance Studios/PUBG, BBC, Facebook, Probably Monsters, Ascendant, People Can Fly, Rockstar, Obsidian, Psyonix, Morning Brew, Radical Forge, Märklin, Piranha Games, Posao, Certain Affinity, Rebel Girls, GradBay, https://soundlister.com/22-great-new-audio-jobs-at-dolby-striking-distance-studios-pubg-bbc-facebook-probably-monsters-ascendant-people-can-fly-rockstar-obsidian-psyonix-morning-brew-radical-forge-marklin-piranh/ Soundlister.com urn:uuid:ff73ae05-d879-7ca0-ddf5-34a4d4df8232 Fri, 09 Apr 2021 10:56:53 +0200 <p><img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" />Wanted: Audio Lead, Sound Designers, Senior Sound Designer, Music Marketing Manager, Audio Designer, Audio Producer, Director of Audio, Audio Engineers, Sound Designer II, Freelance ADR / VO Engineer, Advanced Technical Audio Designer, Podcast Producer, Sound Engineer, Lecturer in Video Game Sound Design, Live Music Assistant Producer, Audio and Acoustics Researcher, and Technical Audio Designer</p> <p>The post <a rel="nofollow" href="https://soundlister.com/22-great-new-audio-jobs-at-dolby-striking-distance-studios-pubg-bbc-facebook-probably-monsters-ascendant-people-can-fly-rockstar-obsidian-psyonix-morning-brew-radical-forge-marklin-piranh/">22 great new audio jobs at Dolby, Striking Distance Studios/PUBG, BBC, Facebook, Probably Monsters, Ascendant, People Can Fly, Rockstar, Obsidian, Psyonix, Morning Brew, Radical Forge, Märklin, Piranha Games, Posao, Certain Affinity, Rebel Girls, GradBay, LumiQ, Manchester Metro Uni, and Triotech</a> appeared first on <a rel="nofollow" href="https://soundlister.com">Soundlister.com</a>.</p> <img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; 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and they&#8217;re looking for an Audio Lead (CA, US), Sound Designer (WA, US), Senior Sound Designer (WA, US), and Senior Sound Designer (CA, US).</p> <p>We also found openings for a <a href="https://gamejobs.co/Sound-Designer-at-People-Can-Fly-7118" target="_blank" rel="noopener noreferrer">Sound Designer</a> at People Can Fly (NY, US), <a href="https://gamejobs.co/Music-Marketing-Manager-at-Rockstar" target="_blank" rel="noopener noreferrer">Music Marketing Manager</a> at Rockstar (NY, US), <a href="https://gamejobs.co/Audio-Designer-at-Obsidian-Entertainment-4851" target="_blank" rel="noopener noreferrer">Audio Designer</a> at Obsidian Entertainment (CA, US), <a href="https://gamejobs.co/Audio-Producer-Psyonix-at-Epic-Games-5551" target="_blank" rel="noopener noreferrer">Audio Producer</a> at Psyonix (CA, US), <a href="https://www.linkedin.com/jobs/view/2404355894/" target="_blank" rel="noopener noreferrer">Director of Audio</a> at Morning Brew (NY, US), <a href="https://www.linkedin.com/jobs/view/2492987371/" target="_blank" rel="noopener noreferrer">Audio Engineer</a> at Radical Forge (England), <a href="https://www.linkedin.com/jobs/view/2493359975/" target="_blank" rel="noopener noreferrer">Sound Designer</a> at Gebr. Märklin &#038; Cie. (Germany), <a href="https://www.linkedin.com/jobs/view/2484939702/" target="_blank" rel="noopener noreferrer">Podcast Producer</a> at Rebel Girls (CA, US), <a href="https://www.linkedin.com/jobs/view/2492904284/" target="_blank" rel="noopener noreferrer">Sound Engineer</a> at GradBay (England), <a href="https://www.linkedin.com/jobs/view/2492847434/" target="_blank" rel="noopener noreferrer">Audio Engineer</a> at LumiQ (ON, Canada), <a href="https://www.jobs.ac.uk/job/CEX512/lecturer-senior-lecturer-sound-design-video-games" target="_blank" rel="noopener noreferrer">Lecturer in Video Game Sound Design</a> at Manchester Metropolitan University (England), <a href="https://jobs.lever.co/trio-tech/e053735e-2107-49df-90b3-74eb51de6c00" target="_blank" rel="noopener noreferrer">Technical Audio Designer</a> at Triotech (QC, Canada), <a href="https://careers.dolby.com/job/Audio-Acoustics-Researcher/729723100/" rel="noopener noreferrer" target="_blank">Audio and Acoustics Researcher</a> at Dolby (US), <a href="https://careerssearch.bbc.co.uk/jobs/job/Live-Music-Assistant-Producer-Live-Music-Events-Pop-Hub/52897" rel="noopener noreferrer" target="_blank">Live Music Assistant Producer</a> at the BBC (London, UK), and <a href="https://secure.collage.co/jobs/piranhagames/20748" target="_blank" rel="noopener noreferrer">Sound Designer II</a> at Piranha Games (BC, Canada).</p> <p>Bonus: <a href="https://www.facebook.com/groups/audiojobs/" target="_blank" rel="noopener noreferrer">The Audio Jobs</a> group also has opportunities for a <a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fposlovi.infostud.com%2Fposao%2FDizajner-zvuka%2FMondo-TV-Platform-doo%2F351456%3Ffbclid%3DIwAR2nkafY1m-LYNACrsMqnbSFF5UPMk_N3suAM3BeKdUaywK11pLnsHXaLmI&#038;h=AT1iRBsw4UVzhXeL7hkz8OGCdS3-AOtk04YMXqrC56_WrZAhLoHcF0A15A-BFvXw307ijhTZQrhU8iiAZYBTcuijmHFS_Ete56FQwP4vqDxrOYiX4kkxT6zWazLJ3vyxpQ&#038;__tn__=%2CmH-R&#038;c[0]=AT3iGN9y2EWdhpjSs1dYhApif37DtkMjCRvLA8eDso3GZPPkzSNL46gU2KKRuW_EfMAmo0Rbdxc4kXg6PWXWRZQkVkohWnKvWSrNEa_PqzWrIUz9axXPn_VGX_YLp8b9UXtYKiHuKoj9n5HQzVlmPTbA9tXM3mxbLflK5x6tlQpYC5K6BV8-0vzV5zLLiqlMx8GKTLCe1Y-m6iIl" target="_blank" rel="noopener noreferrer">Sound Designer</a> at Posao (Belgrade), <a href="https://www.facebook.com/groups/audiojobs/permalink/874387286626027/" target="_blank" rel="noopener noreferrer">Freelance ADR / VO Engineer</a> for a freelance gig (CA, US), and <a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fjobs.jobvite.com%2Fcareers%2Fcertainaffinity%2Fjob%2FoDaSefwD%3Ffbclid%3DIwAR2WitxTRJMo4KhfzMGk3rBDfDVwuCs6PgUAuIGickJ9xpgH7iu5wATu26M&#038;h=AT1QXm5iZxphh9B_8eXEdqjFmTjeBNA4obUyKfzNwFy6Kt_GKU8XpD438fa59GoH-CiiUzoAovMEV2YXKaMBf16-4l0JkuHe7mz6HLlPiC1tB4f6j6qIcoIv5Fs0ptGNMQ&#038;__tn__=H-R&#038;c[0]=AT28Z-_58VXbTSRXo0F_LjS6WfoCRjXrTq6SiyS9EmLR0kr7nunItjguD94ODCajRRgP3KqkfebRAfB-CV2UlT1xBmK4Q_wYs0ZKL3Bscw1MLM2uS2qq52MZf1e-GfQOEBbNmqs-kw5N7OBxxZZaZ6PD-yqN1TagkZGqPufXcR9P1YY86ybbf8kuOklnJ9kVtXp35PaHsxXFonMq" target="_blank" rel="noopener noreferrer">Advanced Technical Audio Designer</a> at Certain Affinity (TX, US). Happy job hunting!</p> </div> <br> <hr> <strong>Highlighted sound stories this week:</strong><br> • <a href="https://www.asoundeffect.com/tenet-sound/" target="_blank" rel="noopener noreferrer">Behind the sound of <em>Tenet</em></a><br> • <a href="https://www.asoundeffect.com/tenet-wonder-woman-84-sound/" target="_blank" rel="noopener noreferrer">Two audio interviews with Oscar-winning sound supervisor Richard King</a><br> • <a href="https://www.asoundeffect.com/disney-theme-park-sound/" rel="noopener noreferrer" target="_blank">Behind the sonic magic for of the world&rsquo;s most popular theme park rides at Disney World</a><br> • <a href="https://www.asoundeffect.com/his-dark-materials-s2-sound/" rel="noopener noreferrer" target="_blank">Dillon Bennett and Eilam Hoffman on the sound of HBO&rsquo;s award-winning fantasy series His Dark Materials</a><br> <hr> <div class="note"><strong><span style="font-size: 24px;">Audio Lead</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Striking Distance Studios/PUBG</span><br> <span style="font-size: 16px;"><strong>Location:</strong> San Ramon, CA, US</span><br> <div class="jobDesc">Welcome to Striking Distance Studios!</strong> Striking Distance Studios continues to grow. We are looking for talented developers with experience working on large-scale, live service games to join us in our San Ramon studio.<br><br> <strong>What we need:</strong><br> Striking Distance Studios is looking for a creative and technical Audio Lead with the capability to design and implement assets, lead the audio efforts for an entire project, and specialize in key audio systems.<br><br> <strong>Responsibilities:</strong> <ul> <li>Engage in the prototyping of game mechanics, proof of concept and experimenting of features in engine and offline via linear sound design and interactive audio environments.</li> <li>Manage a team of audio designers, providing them with guidance and feedback on audio quality, consistency, and implementation</li> <li>Design next level audio content with foresight of implementation methodology for said content.</li> <li>Author, premix, and integrate audio assets within engine via WWISE and other audio middleware.</li> <li>Work within UE4 engine to further integrate authored and designed material.</li> <li>Work closely with various teams to achieve audio excellence across all disciplines.</li> <li>Engage with Audio Engineers to help refine \ align best practices with the aim of ultimately enhancing the product.</li> <li>Collaborate with Audio Director to execute and deliver upon audio feature sets, goals and ensure defined aesthetic is met throughout production.</li> <li>Engage in the planning and execution of complex recording sessions both in the field and on stage.</li> <li>Occasionally man or direct booth sessions if \ as needed.</li> <li>Edit, mix, and master audio materials.</li> </ul> <strong>Qualifications:</strong> <ul> <li>Excellent Sound Design aesthetic with a keen ear for detail. </li> <li>Capable of delivering on multiple styles and capacities.</li> <li>5+ years of experience in AAA game audio; </li> <li>1+ years’ experience leading a team including people management</li> <li>A minimum of two AAA titles shipped as Sound Designer</li> <li>WWISE and game scripting experience.</li> <li>Field and studio recording experience.</li> <li>Experienced in UE4 and scripting.</li> <li>Masterful within Pro Tools.</li> <li>Experienced with most industry standard plugin and toolsets (Waves, Izotope, etc…)</li> <li>Solid grasp of broadcast and mix specifications.</li> </ul> </div> <div class="btnFix"><a class="btnJobs" href="https://boards.greenhouse.io/pubgsanramon/jobs/4983512002" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://boards.greenhouse.io/pubgsanramon/jobs/" target="_blank" rel="noopener noreferrer">PUBG Careers</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Facebook</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Seattle, WA, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>Facebook&#39;s mission is to give people the power to build community and bring the world closer together. Through our family of apps and services, we&#39;re building a different kind of company that connects billions of people around the world, gives them ways to share what matters most to them, and helps bring people closer together. Whether we&#39;re creating new products or helping a small business expand its reach, people at Facebook are builders at heart. Our global teams are constantly iterating, solving problems, and working together to empower people around the world to build community and connect in meaningful ways. Together, we can help people build stronger communities &#8211; we&#39;re just getting started. </p> <p>As a Sound Designer at Facebook, you&#39;ll be a pivotal part of creating immersive VR experiences. Your skill with sound design and implementation will raise and define the bar for interactive sound. You will work closely with our different internal teams creating content for all of our products. </p> <strong>Responsibilities</strong> <ul> <li>You are, first and foremost, a Sound Designer who has made and will continue to create iconic sounds</li> <li>Expert with your tools of choice and possess both a keen aesthetic understanding of audio and a strong background in audio technology</li> <li>Create audio content for Facebook apps, VR, AR, and more</li> <li>Contribute to the future of sound design by working with and refining new technologies with our technology teams </li> </ul> <strong>Minimum Qualification </strong> <ul> <li>5+ years experience in audio production for interactive experiences</li> <li>Communication and teamwork skills</li> <li>Experience working with commercial audio middleware such as Wwise and FMOD</li> <li>Experience working with game engines such as Unreal, Unity, etc. and asset management/version control systems such as Perforce, Git, etc </li> </ul> <strong>Preferred Qualification </strong> <ul> <li>AR/VR sound design experience</li> <li>Mobile platform experience </li> </ul> <p>Facebook is proud to be an Equal Opportunity and Affirmative Action employer. We do not discriminate based upon race, religion, color, national origin, sex (including pregnancy, childbirth, or related medical conditions), sexual orientation, gender, gender identity, gender expression, transgender status, sexual stereotypes, age, status as a protected veteran, status as an individual with a disability, or other applicable legally protected characteristics. We also consider qualified applicants with criminal histories, consistent with applicable federal, state and local law. Facebook is committed to providing reasonable accommodations for candidates with disabilities in our recruiting process. If you need any assistance or accommodations due to a disability, please let us know at &#x61;&#x63;&#99;&#111;mm&#x6f;&#x64;&#x61;&#116;io&#x6e;&#x73;&#x2d;&#101;&#120;t&#x40;&#x66;&#x62;&#46;&#99;o&#x6d;.</p> </div> <div class="btnFix"><a class="btnJobs" href="https://www.linkedin.com/jobs/view/2466660753/" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://www.linkedin.com/jobs/" target="_blank" rel="noopener noreferrer">LinkedIn Jobs</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Senior Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Probably Monsters / Firewalk Studios</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Seattle, WA, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>Senior Sound Designer</p> <p><strong>ABOUT FIREWALK STUDIOS </strong><br>Our mission is to create industry-leading multiplayer games for players around the world. We are working on an unannounced and original next-generation AAA title. </p> <p><strong>THE ROLE </strong><br>Our studio is looking for a <strong>Senior Sound Designer</strong> who is incredibly passionate about games and bringing exceptional entertainment to millions of players. As our <strong>Senior Sound Designer</strong>, you will be responsible for creating and implementing world-class sound effects, helping our Audio Director and Game Director achieve their creative vision. </p> <strong> WHO YOU ARE</strong> <ul> <li>You are an exceptional sound designer that has a diverse portfolio of outstanding content.</li> <li>You have a refined audio aesthetic with a keen ear for detail and nuance.</li> <li>You strive to advance the art and science of game audio, taking audio experiences to the next level for gamers while finding ways to improve the workflow and pipeline for the audio team.</li> <li>You are both creative and technical, understanding that implementation and mixing play a crucial role in the overall quality of the audio experience.</li> <li>You are a team player who can collaborate across disciplines but can also work semi-autonomously with minimal supervision.</li> <li>You are passionate about gaming and strive to create amazing audio experiences for gamers.</li> </ul> <strong>WHAT YOUR DAY MIGHT LOOK LIKE</strong> <ul> <li>Designing and implementing sounds for cinematics and/or interactive content.</li> <li>Meeting with the Audio Director and/or Game Director to review your most recent work.</li> <li>Playtesting the game for both audio QA purposes and to give notes on the game as a whole.</li> <li>Working with a Gameplay Designer to make sure your sounds are supporting gameplay mechanics and feedback.</li> <li>Collaborating with both the Audio Programmer and the Audio Director to develop and refine our in-game audio systems and implementation pipeline.</li> <li>Field or foley recording to augment our proprietary SFX library.</li> </ul> <strong>QUALIFICATIONS</strong> <ul> <li>You have a proven ability to create visceral and immersive audio experiences in games.</li> <li>You have a deep knowledge of game audio implementation tools and technologies.</li> <li>You have significant field and studio recording experience.</li> <li>You have shipped multiple AAA quality games.</li> <li>You have at least 5+ years of professional sound design experience in linear and/or interactive entertainment.</li> </ul> <p><strong>ABOUT PROBABLYMONSTERS INC. </strong><br>ProbablyMonsters™ is a builder of sustainable game studios that creates and launches original AAA games through a people-first culture. Our mission is to unite, guide, and empower talented teams to create exceptional interactive experiences. In an industry where new AAA studios and developer-focused cultures are equally rare, ProbablyMonsters stands out by fostering both with excellence. We empower our family of studios to concentrate on game creation while our platform team focuses on providing early stage infrastructure and long-term support. This unique development model provides each of our teams the confidence, security, and stability to create and ship their games free of distractions. Our family of studios includes: narrative-driven Cauldron Studios™, multiplayer-focused Firewalk Studios™, and our third studio, not named yet, already working on a next-gen co-op RPG game. Learn more about our people, culture, and commitment to exceptional creativity at <a href="http://www.probablymonsters.com">probablymonsters.com</a></p> </div> <div class="btnFix"><a class="btnJobs" href="https://www.probablymonsters.com/job/#oOcrefwp" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://twitter.com/SchoolGameAudio/status/1379431215699087361" target="_blank" rel="noopener noreferrer">School.VideoGameAudio.com @SchoolGameAudio</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Senior Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Ascendant Studios</span><br> <span style="font-size: 16px;"><strong>Location:</strong> San Rafael, CA, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>Ascendant Studios is looking for a senior audio designer with a wealth of experience and a superb imagination to help us create the audioscape of our new game universe. Our ideal candidate is a highly creative individual who can imagine sounds for things that do not exist in the real world and implement their own work within UE4.</p> <p>This is a full time position. We are all currently working remotely due to Covid-19, but once we return the position may either be based in our office in San Rafael, CA, or remain fully remote.</p> <p>Please include a link to a reel of your work when applying for this position. </p> <strong>Key Responsibilities</strong> <ul> <li>Work alongside the Lead Sound Designer to develop all aspects of audio for a new IP, including designing world-class sound effects for VFX, ambient backgrounds, foley, UI, etc. </li> <li>Work alongside and guide outsource partners for SFX and music creation. </li> <li>Work with other disciplines to make sure that audio department needs are met and audio is working and performant on various platforms. </li> <li>Implement new sound effects in engine for both real time gameplay and cinematics using Wwise and Unreal Engine 4. </li> <li>Collaborate with level designers and cinematic artists to create an engaging soundscape for both high octane action and emotive narrative moments.</li> <li>Help to record, mix, edit, and implement voice over audio. </li> <li>May occasionally direct voice actors. </li> </ul> <strong>Requirements</strong> <ul> <li>3+ years experience as an audio designer, AAA titles on modern consoles preferred </li> <li>Deep knowledge of sound design practices and audio theory. </li> <li>Expert proficiency with modern audio software and strong technical knowledge. </li> <li>Extremely creative &#8211; can come up with imaginative and intuitive sounds for things that do not exist in the real world to create a cohesive soundscape for a brand new universe. </li> <li>Previous experience working with external teams on sound, music, and voiceover. </li> <li>Proficient in music, ambient, effect, and voice over editing. </li> <li>Ability to work independently, problem solve on the fly, and collaborate efficiently across disciplines in a small, fast moving team. Great written and verbal communication skills.</li> <li>Excellent problem solving skills, ability to identify and resolve issues, and understanding of technical dependencies.</li> <li>Understanding requirements and limits for audio on current and last generation consoles as well as PC. Comfortable working with next gen technology.</li> </ul> <strong>Good to Have</strong> <ul> <li>Shipped title Audio Jobs Advanced Technical Audio Designer Audio and Acoustics Researcher Audio Designer Audio Engineer Audio Lead Audio Producer Director of Audio Freelance ADR / VO Engineer Lecturer in Video Game Sound Design Live Music Assistant Producer Music Marketing Manager Podcast Producer Senior Sound Designer Sound Designer Sound Designer II Sound Engineer Technical Audio Designer Adriane Kuzminski How to easily backup REAPER settings with Automator (for MacOS) https://reaperblog.net/2021/04/backup_automator_2021/ The REAPER Blog urn:uuid:16cff643-0f45-b28e-c3ed-f0073183e3ed Thu, 08 Apr 2021 17:43:13 +0200 <p>How to use Automator to backup your REAPER settings (or anything) as a zip file and add to dropbox.</p> The post <a href="https://reaperblog.net/2021/04/backup_automator_2021/">How to easily backup REAPER settings with Automator (for MacOS)</a> first appeared on <a href="https://reaperblog.net">The REAPER BLOG</a>. Uncategorized Admin 163 – Sound Design for Series Animation Roundtable Part 1 https://tonebenderspodcast.com/163-sound-design-for-series-animation-roundtable-part-1/ TonebendersPodcast.com urn:uuid:67583d27-e92c-308f-5600-be23d04fe6f3 Wed, 07 Apr 2021 18:47:06 +0200 In this episode we welcome Heather Olsen (Gravity Falls, The Fairly OddParents), and Kate Finan (Muppet Babies, Invader ZIM: Enter the Florpus) from California, as&#8230; Case Study Design Techniques episodes Roundtable Timothy Muirhead How to install REAPER + Extensions on Apple M1 Mac | MacOS 11 Big Sur https://reaperblog.net/2021/04/reaper_m1_install/ The REAPER Blog urn:uuid:9823d989-588e-f80d-8346-9f3928f27cfb Sat, 03 Apr 2021 18:55:32 +0200 <p>How to install the apple silicon / ARM64 version of REAPER, SWS Extension, ReaPack Extension, and VLC.</p> The post <a href="https://reaperblog.net/2021/04/reaper_m1_install/">How to install REAPER + Extensions on Apple M1 Mac | MacOS 11 Big Sur</a> first appeared on <a href="https://reaperblog.net">The REAPER BLOG</a>. TUTORIAL VIDEO Admin 20 great new audio jobs at Elevate Labs, Bioware, Wargaming, Zynga Austin, Ubisoft, Remedy, Jobot, Vox, Iron Mountain, EA MCO, Amplify Voices, Sesame Workshop, Turner, Facebook, HarperAudio, Fox Sports, and Avid https://soundlister.com/20-great-new-audio-jobs-at-elevate-labs-bioware-wargaming-zynga-austin-ubisoft-remedy-jobot-vox-iron-mountain-ea-mco-amplify-voices-sesame-workshop-turner-facebook-harperaudio-fox-sport/ Soundlister.com urn:uuid:e01fb2ed-f01c-1487-38fe-f85b980e9e21 Fri, 02 Apr 2021 22:54:49 +0200 <p><img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" />Wanted: Sound Designer, Audio Designer, Franchise Audio Director (Star Wars), Junior Sound Designer, Lead Audio Designer, Senior Sound Designer, Junior Audio Designer, Audio Engineer, Podcast Audio Engineer, Audio Engineer, Music Internship, Audio Engineer, Podcast Producer, Senior Technical Producer, Production Design Prototyper - AI Voice, Audio Coordinator, Freelance A1 Audio Mixer, and Audio Application Specialist</p> <p>The post <a rel="nofollow" href="https://soundlister.com/20-great-new-audio-jobs-at-elevate-labs-bioware-wargaming-zynga-austin-ubisoft-remedy-jobot-vox-iron-mountain-ea-mco-amplify-voices-sesame-workshop-turner-facebook-harperaudio-fox-sport/">20 great new audio jobs at Elevate Labs, Bioware, Wargaming, Zynga Austin, Ubisoft, Remedy, Jobot, Vox, Iron Mountain, EA MCO, Amplify Voices, Sesame Workshop, Turner, Facebook, HarperAudio, Fox Sports, and Avid</a> appeared first on <a rel="nofollow" href="https://soundlister.com">Soundlister.com</a>.</p> <img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" /><div style="padding-bottom: 40px;"> <div class="frm_forms with_frm_style frm_style_job-submission-style" id="frm_form_21_container" > <form enctype="multipart/form-data" method="post" class="frm-show-form frm_pro_form " id="form_frd89" > <div class="frm_form_fields "> <fieldset> <legend class="frm_hidden">Job Subscription</legend> <div class="frm_fields_container"> <input type="hidden" name="frm_action" value="create" /> <input type="hidden" name="form_id" value="21" /> <input type="hidden" name="frm_hide_fields_21" id="frm_hide_fields_21" value="" /> <input type="hidden" name="form_key" value="frd89" /> <input type="hidden" name="item_meta[0]" value="" /> <input type="hidden" id="frm_submit_entry_21" name="frm_submit_entry_21" value="c045024718" /><input type="hidden" name="_wp_http_referer" value="/feed/" /><label for="frm_verify_21" class="frm_screen_reader frm_hidden">If you are human, leave this field blank.</label> <input type="text" class="frm_hidden frm_verify" id="frm_verify_21" name="frm_verify" value="" /> <p><center></p> <div id="frm_field_272_container" class="frm_form_field frm_html_container form-field"><center></p> <h3>Get exciting new audio job opportunities delivered straight to your inbox</h3> <p></center></div> <p></center></p> <div id="frm_field_271_container" class="frm_form_field form-field frm_none_container frm_first frm_half"> <label for="field_adbxe" class="frm_primary_label">Email Address <span class="frm_required"></span> </label> <input type="email" id="field_adbxe" name="item_meta[271]" value="" placeholder="Enter email address" data-invmsg="Email Address is invalid" /> </div> <input type="hidden" name="item_key" value="" /> <div class="frm_submit frm_half"> <input type="submit" value="Subscribe" class="frm_final_submit" /> <img class="frm_ajax_loading" src="https://soundlister.com/wp-content/plugins/formidable/images/ajax_loader.gif" alt="Sending"/> </div></div> </fieldset> </div> </form> </div> </div> <div style="padding-bottom: 20px;"><p>We came across interesting new jobs at Elevate Labs, Bioware, Wargming, and Zynga Austin &#8211; and they&#8217;re looking for a Sound Designer (GA, US / Remote), Audio Designer (AL, Canada), Sound Designer (IL, US), and Franchise Audio Director (Star Wars) (TX, US).</p> <p>We also found openings for a <a href="https://gamejobs.co/Sound-Designer-at-Ubisoft-6141" target="_blank" rel="noopener noreferrer">Sound Designer</a> at Ubisoft Bucharest (Romania), <a href="https://gamejobs.co/Junior-Sound-Designer-at-Ubisoft-2414" target="_blank" rel="noopener noreferrer">Junior Sound Designer</a> at Ubisoft Bucharest (Romania), <a href="https://gamejobs.co/Lead-Audio-Designer-at-Remedy-Entertainment" target="_blank" rel="noopener noreferrer">Lead Audio Designer</a> at Remedy Entertainment (Finland), <a href="https://gamejobs.co/Senior-Sound-Designer-M-F-at-Ubisoft" target="_blank" rel="noopener noreferrer">Senior Sound Designer</a> at Ubisoft Ivory Tower (France), <a href="https://jobs.smartrecruiters.com/Ubisoft2/743999740072151-junior-audio-designer" target="_blank" rel="noopener noreferrer">Junior Audio Designer</a> at Ubisoft Singapore (Singapore), <a href="https://www.linkedin.com/jobs/view/2473905019" target="_blank" rel="noopener noreferrer">Audio Engineer</a> at Jobot (CA, US), <a href="https://www.linkedin.com/jobs/view/2481427780" target="_blank" rel="noopener noreferrer">Podcast Audio Engineer</a> at Vox Media (NY, US), and <a href="https://www.linkedin.com/jobs/view/2461179740" target="_blank" rel="noopener noreferrer">Audio Engineer</a> at Iron Mountain (England), <a href="https://ea.gr8people.com/jobs/165033/music-intern-summer-2021" target="_blank" rel="noopener noreferrer">Music Internship</a> at EA MCO (CA, US), <a href="https://www.linkedin.com/jobs/view/2470545209" target="_blank" rel="noopener noreferrer">Audio Engineer</a> at Amplify Voices (WA, US), <a href="https://careers.jobscore.com/careers/sesameworkshop/jobs/podcast-producer-aop0UKDECr67ymaKkMJvVy?jpid=c0hJNQJFWr65YtaKl5WgRu&#038;name=LinkedInLimited&#038;sid=69&#038;fbclid=IwAR2XvRy77FaRd-lt9nwwhh976ZP5qlOk-0QpiB6JNcxRtH1CY3g5fysN7-0" target="_blank" rel="noopener noreferrer">Podcast Producer</a> at Sesame Workshop (NY, US), <a href="https://careers.warnermediagroup.com/TGnewUI/Search/home/HomeWithPreLoad?PageType=JobDetails&#038;partnerid=391&#038;siteid=36&#038;jobId=870007&#038;Codes=NLIN&#038;fbclid=IwAR2gK8TmHUKQQhRw5oxhswGkeFbo-Zus-HMrXmOWRiAYrn98-6LGxWMcF-c#jobDetails=870007_36" target="_blank" rel="noopener noreferrer">Senior Technical Producer</a> at Turner Studios (Atlanta, GA, US), <a href="https://www.glassdoor.com/partner/jobListing.htm?pos=113&#038;ao=1136006&#038;s=58&#038;guid=000001788ef36c208018e09307af2e99&#038;src=GD_JOB_AD&#038;t=SR&#038;vt=w&#038;uido=F6D784A0A2C4DD9700D88A5944FDC832&#038;cs=1_21ce2303&#038;cb=1617306021052&#038;jobListingId=4049163354" target="_blank" rel="noopener noreferrer">Production Design Prototyper &#8211; AI Voice</a> at Facebook (CA, US), <a href="https://careers-harpercollins.icims.com/jobs/3642/job?utm_source=indeed_integration&#038;iis=Job+Board&#038;iisn=Indeed&#038;indeed-apply-token=73a2d2b2a8d6d5c0a62696875eaebd669103652d3f0c2cd5445d3e66b1592b0f&#038;fbclid=IwAR1l8WagpbB9y49-Zx6YxPQI4MZ_QqwX-3YrG5hCGkxrjDOOzi8wJZrgMkE&#038;mobile=false&#038;width=870&#038;height=500&#038;bga=true&#038;needsRedirect=false&#038;jan1offset=-300&#038;jun1offset=-240" target="_blank" rel="noopener noreferrer">Audio Coordinator</a> at HarperAudio (NY, US), <a href="https://foxcareers.com/Search/JobDetail/R50012953/freelance-a1-audio-mixer-fox-sports?utm_campaign=google_jobs_apply&#038;utm_source=google_jobs_apply&#038;utm_medium=organic&#038;fbclid=IwAR0oGg_dMBYPr3R3-eOTKsSqFV5LaL0oGYfZiIUG4cEMfX6cNm-ivruUuuo" target="_blank" rel="noopener noreferrer">Freelance A1 Audio Mixer</a> at Fox Sports (CA, US), and <a href="https://sjobs.brassring.com/TGnewUI/Search/home/HomeWithPreLoad?PageType=JobDetails&#038;partnerid=25199&#038;siteid=5202&#038;jobId=1538022&#038;fbclid=IwAR2X8Hp2SKvl4TzcsbPseK_QdWO64dvJCn1f6oMurmrTQ7csAFvVntHzQGA#jobDetails=1538022_5202" target="_blank" rel="noopener noreferrer">Audio Application Specialist</a> at Avid (England). <p>And be sure to check out the <a href="https://www.facebook.com/groups/audiojobs/" target="_blank" rel="noopener noreferrer">The Audio Jobs</a> group for more opportunities. Happy job hunting!</p> </div> <hr> <strong>Highlight &#8211; sound stories this week:</strong> Discover the sonic magic behind some of <a href="https://www.asoundeffect.com/disney-theme-park-sound/" target="_blank" rel="noopener noreferrer">the world’s most popular theme park rides at Disney World</a>. Dillon Bennett and Eilam Hoffman take you behind-the-sound of <a href="https://www.asoundeffect.com/his-dark-materials-s2-sound/" target="_blank" rel="noopener noreferrer">HBO’s award-winning fantasy series <em>His Dark Materials</em></a>. <hr> <br> <div class="note"><strong><span style="font-size: 24px;">Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Elevate Labs</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Atlanta, GA, US / Remote</span><br> <div class="jobDesc"><strong>Job description</strong> <p><p>Elevate Labs is on a mission to improve people&#39;s minds.</p> <p>Since 2014, we’ve helped millions of people around the world learn and improve concrete cognitive skills in reading, writing, and math through Elevate, our first mobile app which has won Apple&#39;s App of the Year Award. With Balance, our second mobile app, we’ve personalized meditation to help more people reduce stress, improve sleep, sharpen focus, and much more. </p> <p>Elevate Labs is a fully distributed company of voracious learners and passionate doers, driven by our vision to help billions of people lead healthy, joyful, and productive lives.</p> <p>If our mission resonates with you, please consider applying!</p> <p><strong>About the role:</strong><br> The Sound Designer will report to the Senior Sound Designer and share responsibility and ownership of this budding area of the business, as audio-based content is becoming increasingly important across both of our apps.</p> <p>Our ideal candidate is a self-starter with high standards when it comes to quality, and they can deliver on those high standards while still working quickly. They&#39;re also adaptable, self-motivated, highly organized, and eager for continuous feedback as we seek to innovate in the audio learning space.</p> <strong>What you&#39;ll do here:</strong> <ul> <li>Handle post-production for meditation audio and new types of audio-based learning content, both in linear and interactive formats</li> <li>Organize audio files inside Dropbox, and keep meticulous records of file names and versions</li> <li>Continuously QA in-app audio and make minor adjustments to create a smoother listening experience</li> <li>Identify opportunities to add value with sound assets</li> <li>Work independently, but also collaborate with members of the content, design, engineering, and product teams</li> </ul> <strong>About you:</strong> <ul> <li>You have 3+ years of professional sound design experience, ideally working on a blend of interactive and linear projects.</li> <li>You are an expert with Pro Tools.</li> <li>You have knowledge of field, studio, and remote/Zoom recording.</li> <li>You have extensive knowledge of recording equipment and understand how to produce consistent results in different conditions.</li> <li>You have a general grasp of the entire production process and how sound and animation can interact.</li> <li>You have a great ear and are adept at choosing the best takes.</li> <li>You work well under deadlines.</li> <li>You&#39;re meticulous, organized, and resourceful.</li> <li>You communicate often and effectively with diverse stakeholders.</li> <li>You have a strong bias toward action.</li> </ul> <strong>Bonus:</strong> <ul> <li>Interest in educational technology, lifelong learning, and/or meditation</li> <li>Experience working on interactive mobile games or with mobile sound design</li> <li>Experience with linear storytelling and story assembly</li> <li>Experience with Descript or something similar</li> </ul> <strong>Benefits &amp; perks:</strong> <ul> <li>Fully remote environment</li> <li>Medical, dental, and vision insurance for you and your family</li> <li>401(k) plan</li> <li>Fully paid parental leave</li> <li>Competitive salary and equity</li> <li>Home office upgrade stipend</li> <li>Annual learning stipend</li> <li>Wellness/Fitness Subscription Box</li> </ul> <strong>Why work at Elevate Labs?</strong> <ul> <li>Do mission-driven work</li> <li>Skip the commute and enjoy the flexibility of working from home</li> <li>Develop your skills through a wide variety of challenging and impactful projects</li> <li>Accelerate your career through rapidly increasing levels of ownership</li> </ul> <p><strong>Our Commitment to Diversity, Equity, &amp; Inclusion:</strong><br> We believe that there is no single candidate profile that guarantees success in this role. Experience comes in different forms; many skills are transferable; and passion goes a long way. If your background is similar to the job description and you think you can excel in this role, please apply and tell us about yourself and the impact you could make at Elevate Labs.</p> <p>We also know that diversity of identity, experience, and thought leads to more creativity, better problem-solving, and wiser decisions, which is why we&#39;re dedicated to adding new perspectives to our team. We are an equal opportunity employer; committed to diversity and building an equitable and inclusive environment for people of all backgrounds and experiences, and we&#39;re taking steps to meet that commitment. We highly encourage members of traditionally underrepresented communities to apply, including women, people of color, LGBTQIA+ folks, veterans, and people with disabilities.</p> </div> <div class="btnFix"><a class="btnJobs" href="https://jobs.lever.co/elevatelabs/35de7305-86a1-47ec-9f86-93f0dcf49aba" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://jobs.lever.co/elevatelabs" target="_blank" rel="noopener noreferrer">Jobs at Lever</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Audio Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Bioware</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Edmonton, AL, Canada</span><br> <div class="jobDesc"><strong>Job description</strong> <p>At BioWare, our mission is to create worlds of adventure, conflict, and companionship that inspire you to become the hero of your story. Our teams drive innovation using cutting-edge tech and tools such as the Frostbite engine and collaborate with thousands of world-class developers across EA’s network of studios. We are passionate about games and their potential as a creative medium to reach and inspire people through emotion, artistry, and engaging storytelling. If you share this passion, this is an amazing opportunity to help shape the next generation of gaming.</p> <p>You are an experienced sound designer and gamer who has a unique commitment to making worlds come alive. You are a story-teller who believes that immersion is enhanced by a detailed, contextual soundtrack. You flourish when you are a part of a highly motivated team that collaborates in a trustworthy, creative environment. You strive to improve and better understand your craft and possess an overwhelming drive to create a world-class audio experience.</p> <strong>Responsibilities:</strong> <ul> <li>Design, create and deliver an innovative sound design that helps create amazing worlds for our players.</li> <li>Imagine, build, and implement your audio designs to deliver immersive, meaningful aesthetic behaviours.</li> <li>Embrace the established BioWare audio model of teamwork throughout the development process.</li> </ul> <strong>Qualifications:</strong> <ul> <li>At least 2 years industry experience – has created sound, and/or music, hands-on for at least one AAA console titles.</li> <li>Proven experience with and a strong understanding of the entire audio process, including sound effects, voice-over, music, and middleware implementation.</li> <li>Proficient command of sound design &amp; mixing with a variety of techniques, processes, and tools – able to competently produce any kind of audio required for a given task.</li> <li>Familiarity with Wwise, Fmod, or similar authoring environment &#8211; a grasp of programming fundamentals as they apply to scripting dynamic audio is a bonus.</li> <li>Field Recording experience – a passion for unique, inspired recordings with knowledge of recording gear, microphones, and techniques.</li> <li>Strong problem-solving skills – able to accurately assess issues and formulate creative solutions, whether design or technical.</li> <li>Excellent communication skills – showing humility in exposing roadblocks or requesting assistance.</li> <li>Great team attitude – open to collaboration and sharing &#8211; you are receptive to changes and direction in this dynamic atmosphere.</li> <li>A passion for video games and understanding of the role that audio plays in the player experience.</li> </ul> <p>About EA At Electronic Arts, we exist to Inspire the World to Play. We create extraordinary new game experiences for our millions of players everywhere by bringing together talented people that combine creativity, innovation, and passion. We know that our strength lies in the diversity of our people. We immerse our employees into an inclusive culture, and provide opportunities for learning and leading that allow them to do the most impactful and rewarding work of their careers. We put our people first. We provide comprehensive benefit packages with a focus on health and wellbeing to support your needs and help you balance your career and personal life. We provide access to dynamic and collaborative work environments, opportunities to connect and contribute through our Employee Resource Groups, and support for a balanced life with paid time off and maternity and paternity leave, plus free video games and so much more! Electronic Arts is an equal opportunity employer. All employment decisions are made without regard to race, color, national origin, ancestry, sex, gender, gender identity or expression, sexual orientation, age, genetic information, religion, disability, medical condition, pregnancy, marital status, family status, veteran status, or any other characteristic protected by law. Electronic Arts also makes workplace accommodations for qualified individuals with disabilities as required by applicable law.</p> </div> <div class="btnFix"><a class="btnJobs" href="https://ea.gr8people.com/jobs/165011/audio-designer" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://twitter.com/SchoolGameAudio/status/1376919895376605187" target="_blank" rel="noopener noreferrer">School.VideoGameAudio.com @SchoolGameAudio</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Wargming</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Chicago, IL, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>Wargaming is looking for a passionate Sound Designer to join our Chicago studio. Our environment is a combination of casual creativity and functional productivity with an emphasis on games, solid design and engineering, and creative and inspiring art.</p> <p>One of the most satisfying aspects of life at Wargaming is seeing your work flourish in the expanding world of Wargaming tittles and interacting with the millions of fans around the world who recognize your achievements.</p> <strong>Reports To</strong><br> Audio Director<br><br> <strong>What you will do?</strong> <ul> <li>Author industry-best audio and technical sound systems for use in-game.</li> <li>Collaborate directly with Audio Director to develop, plan, and execute cutting edge audio features.</li> <li>Iterate and improve audio systems and mix to continually deliver legendary audio to our players.</li> <li>Participate in field recordings, foley sessions, audio development summits, and other audio excursions.</li> <li>Collaborate with rest of development team, acting as an exemplary representative of the WG global audio team at-large.</li> </ul> <strong>What we are looking for?</strong> <ul> <li>Development experience with console games in the capacity of audio designer (min 1 shipped title)</li> <li>Experience with Wwise and/or FMOD designer</li> <li>Expertise with DAW and Wave editing software (Nuendo/Cubase, Ableton Live, Reaper, Pro Tools, Soundforge, Wavelab, etc.)</li> <li>Working knowledge of game development cycles, proficiency with both proprietary and standard game development tools.</li> <li>Proficiency using a variety of source control schemes.</li> <li>Passion for audio production and sound design in all types of media.</li> <li>Working knowledge of software engineering and scripting languages.</li> <li>Experience in large-scale Foley and Field Recording.</li> <li>5+ years experience in AAA game development / pro audio / post production.</li> <li>Musical talent.</li> </ul> <strong>About Us</strong><br> Wargaming is an award-winning online game developer and publisher headquartered in Nicosia, Cyprus. Delivering legendary games since 1998, Wargaming has grown to become one of the leaders in the free-to-play MMO gaming industry with 4500+ employees and more than 20 offices globally. Over 200 million players enjoy Wargaming’s titles across all major gaming platforms, including the massively popular World of Tanks and World of Warships. <p>Working in our company means always having interesting challenges and gaining valuable experience while working with top-class experts.</p> <p>Take your place among our passionate and experienced team and bring out the best in yourself at Wargaming!</p> </div> <div class="btnFix"><a class="btnJobs" href="https://gamejobs.co/Sound-Designer-at-Wargaming" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://gamejobs.co/" target="_blank" rel="noopener noreferrer">GameJobs.co</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Franchise Audio Director (Star Wars)</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Zynga Austin</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Austin, TX, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>Zynga is proud to announce the opening of a brand-new game development studio in Austin, TX. The studio will partner with NaturalMotion, a Zynga-subsidiary, to develop a premiere mobile action game set in the <em>Star Wars</em> universe. The new Austin studio will collaborate closely with BossAlien, a division of NaturalMotion, and an award-winning games developer based out of Brighton, England.</p> <p>If this sounds like you, we want to hear from you! Your passion and experience for building original games will be instrumental as w Audio Jobs Audio Application Specialist Audio Coordinator Audio Designer Audio Engineer Franchise Audio Director (Star Wars) Freelance A1 Audio Mixer Junior Audio Designer Junior Sound Designer Lead Audio Designer Music Internship Podcast Audio Engineer Podcast Producer Production Design Prototyper - AI Voice Senior Sound Designer Senior Technical Producer Sound Designer Adriane Kuzminski Congaree National Park: Cackling Owls, Falling Trees, and Rangers on Patrol https://acousticnature.com/journal/recording-nature-sounds-in-the-congaree-national-park Acoustic Nature - Field Recording Blog urn:uuid:5bf5e475-23ba-57bd-05ae-97fcd6f2ee1a Thu, 01 Apr 2021 21:27:19 +0200 Join me on a field recording trip to the Congaree National Forest where I record the sounds of the nation’s largest old growth bottomland forest. &nbsp;<h3><em>If a tree falls in a forest and no one is around to hear it, does it make a sound? It does when there’s a microphone there :-)</em></h3>&nbsp;&nbsp; <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617236423625-WXOLPJSH73X09TF21CYV/ke17ZwdGBToddI8pDm48kFT-_JTSz9F8aN2K_3f4bm8UqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcBgf58c_doqJWc7Spy4BPKgQmv7rBLPm6QsrZDbitO9pIZBakO5JsGAxmkFYEirss/field-recording-nature-sounds-in-the-congaree-national-park.jpg" data-image-dimensions="1200x785" data-image-focal-point="0.5,0.5" alt="Join me on a field recording trip to the Congaree National Forest where I record the sounds of the nation’s largest old growth bottomland forest." data-load="false" data-image-id="606511c67b420f31740dfbf9" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617236423625-WXOLPJSH73X09TF21CYV/ke17ZwdGBToddI8pDm48kFT-_JTSz9F8aN2K_3f4bm8UqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcBgf58c_doqJWc7Spy4BPKgQmv7rBLPm6QsrZDbitO9pIZBakO5JsGAxmkFYEirss/field-recording-nature-sounds-in-the-congaree-national-park.jpg?format=1000w" /> </figure> <p class="">After recording <a href="https://acousticnature.com/journal/recording-upland-chorus-frogs-in-virginia" target="_blank">upland chorus frogs</a> in Virginia, the next stop on my field recording road trip was the Congaree National Park in South Carolina. After researching the park trails, maps, and wildlife guides, I decided that I would spend a total of <strong>four nights </strong>in the wilderness region. </p><p class="">After my <a href="https://www.nps.gov/cong/planyourvisit/backcountry-camping.htm" target="_blank">camping permit</a> was approved, I headed for the Congaree on March 28th with great excitement.</p><p class="">Join me on this field recording trip where I record the sounds of the nation’s <strong>largest old growth bottomland forest</strong>. </p><p class="">While you read, please enjoy the sounds of the Congaree.</p><form action="#" onsubmit="return false;"> <select onchange="self.location.href = '#' + options[selectedIndex].value;"> <option>-- table of contents --</option> <option value="congaree">Congaree National Park</option> <option value="arrival">Arrival</option> <option value="optomistic">Making The Most Of It</option> <option value="recording">Recording</option> <option value="noise-pollution">Noise Pollution</option> <option value="sounds">The Sounds</option> <option value="conclusion">Final Thoughts</option> </select> </form><hr /><h1 id="congaree">Congaree National Park</h1>&nbsp;<p class="">The main reason I wanted to visit the Congaree was to experience the old growth bottomland forest. Old forests of this type are <strong>extremely rare </strong>and the Congaree features the largest old growth bottomland hardwood forest in the entire United States. </p><p class="">Much of this old growth is in the wilderness regions of the park, although the Boardwalk and Oakridge trails do take you through some old growth sections. </p><p class="">Old growth forests are the <strong>pinnacle in biodiversity</strong>. After being untouched for so long, many niches are created that are filled by unique species often endemic to the region. </p><p class="">The Congaree also has the highest concentration of <a href="https://www.nps.gov/cong/planyourvisit/upload/big%20tree%20brochure.pdf" target="_blank">champion trees</a> in all of North America! A champion tree is the largest known tree of its species. Currently, there are <strong>23 different species</strong> whose champion tree is in the Congaree. </p><p class="">I could not wait to get some recordings of these majestic forests.</p> <a data-title="" data-description="" data-lightbox-theme="dark" href="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617239651802-VRJ0N7336IXVTG6Q8D3P/ke17ZwdGBToddI8pDm48kEc6DKFOx3cpvkyhZQwPkJYUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKc53GO0vWykWK-lIOAtsaJ7vbB1JiXq7byw-6Ogo-kuNnXzR_WIuWSVqqqoqhN8EA5/American-Beecn.jpg" role="button" class=" image-slide-anchor js-gallery-lightbox-opener content-fill " > <span class="v6-visually-hidden">View fullsize</span> <img class="thumb-image" 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href="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617239654638-AZU2CM6OPJ4K9FDBK5LV/ke17ZwdGBToddI8pDm48kJ94hfyAQ1uVIkkef5L_mUkUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8PaoYXhp6HxIwZIk7-Mi3Tsic-L2IOPH3Dwrhl-Ne3Z2NbSJ9etoghutjCE1E2l5aaZO_JxA5uaNoGJ-XDDY0xpkOpdljO7Z-5qh0zg85Jnj/Upland-Forest.jpg" role="button" class=" image-slide-anchor js-gallery-lightbox-opener content-fill " > <span class="v6-visually-hidden">View fullsize</span> <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617239654638-AZU2CM6OPJ4K9FDBK5LV/ke17ZwdGBToddI8pDm48kJ94hfyAQ1uVIkkef5L_mUkUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8PaoYXhp6HxIwZIk7-Mi3Tsic-L2IOPH3Dwrhl-Ne3Z2NbSJ9etoghutjCE1E2l5aaZO_JxA5uaNoGJ-XDDY0xpkOpdljO7Z-5qh0zg85Jnj/Upland-Forest.jpg" data-image-dimensions="801x1200" data-image-focal-point="0.5,0.5" alt="Upland-Forest.jpg" data-load="false" data-image-id="60651e667d934a712b99c018" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617239654638-AZU2CM6OPJ4K9FDBK5LV/ke17ZwdGBToddI8pDm48kJ94hfyAQ1uVIkkef5L_mUkUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8PaoYXhp6HxIwZIk7-Mi3Tsic-L2IOPH3Dwrhl-Ne3Z2NbSJ9etoghutjCE1E2l5aaZO_JxA5uaNoGJ-XDDY0xpkOpdljO7Z-5qh0zg85Jnj/Upland-Forest.jpg?format=1000w" /><br> </a> <h1 id="arrival">Arrival</h1> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617237179405-X6SIMGTT7C2NQUH0UFUK/ke17ZwdGBToddI8pDm48kDwCBPMkXzHlJbfjzSAukIIUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8PaoYXhp6HxIwZIk7-Mi3Tsic-L2IOPH3Dwrhl-Ne3Z2disoJXzGpdGP9c-uwjPeoPABkIdKgsyIG4bzbLEH5msm_AaHWq01a8yFgqe9oqFs/congaree-national-park-current-conditions.jpg" data-image-dimensions="900x1200" data-image-focal-point="0.5,0.5" alt="Congaree current conditions at the Visitor Center." data-load="false" data-image-id="606514bbe001e06be99c4506" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617237179405-X6SIMGTT7C2NQUH0UFUK/ke17ZwdGBToddI8pDm48kDwCBPMkXzHlJbfjzSAukIIUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8PaoYXhp6HxIwZIk7-Mi3Tsic-L2IOPH3Dwrhl-Ne3Z2disoJXzGpdGP9c-uwjPeoPABkIdKgsyIG4bzbLEH5msm_AaHWq01a8yFgqe9oqFs/congaree-national-park-current-conditions.jpg?format=1000w" /> <figcaption class="image-caption-wrapper"> <p class="">Congaree current conditions at the Visitor Center. </p> </figcaption> </figure> <p class="">Shortly after arriving, I realized that <strong>my camping plan was not possible</strong>. Recent rains had put nearly the entire park under one foot of water. The only available trails were 75% of the Boardwalk and 50% of the Sims trail.</p><p class="">I tried walking through the flooded section, but as the water became increasingly deep, I started to doubt the engineering of the boardwalk. It probably was not designed to support the weight of over a foot of water and a human, so I turned back. </p><p class="">Since the entire wilderness region was inaccessible, I called the park for advice. I learned that my only option was to <strong>book a campsite </strong>at either the Longleaf of Bluff Campgrounds, both in the front-country of the park and near the main road. </p><p class="">I chose the Bluff campground because it was a hike-in only site, about one mile from the visitor center. I hoped that this requirement would deter other campers and would grant me some quiet.</p><p class="">Unfortunately, only one night was available for the next two weeks. Fortunately, it was for the same day of my arrival but meant that my trip to the Congaree would be cut <strong>three days short</strong>.</p> <a data-title="Congaree National Park Trails" data-description="" data-lightbox-theme="dark" href="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617240218987-0I35HRAPMU51AB1JES09/ke17ZwdGBToddI8pDm48kLeqlddS6oJm6KDv_-aDrlcUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcaCntuJqrsDD61c8BZFzTLSQoyumxU0vrl8E8J6knmIp25ewLyM2NDEzcZf2Y6FOj/Congaree-National-Park-Trail-System.jpg" role="button" class=" image-slide-anchor js-gallery-lightbox-opener content-fill " > <span class="v6-visually-hidden">View fullsize</span> <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617240218987-0I35HRAPMU51AB1JES09/ke17ZwdGBToddI8pDm48kLeqlddS6oJm6KDv_-aDrlcUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcaCntuJqrsDD61c8BZFzTLSQoyumxU0vrl8E8J6knmIp25ewLyM2NDEzcZf2Y6FOj/Congaree-National-Park-Trail-System.jpg" data-image-dimensions="1200x776" data-image-focal-point="0.5,0.5" alt="Congaree National Park Trails" data-load="false" data-image-id="6065209aac7f7d06547fe44c" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617240218987-0I35HRAPMU51AB1JES09/ke17ZwdGBToddI8pDm48kLeqlddS6oJm6KDv_-aDrlcUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcaCntuJqrsDD61c8BZFzTLSQoyumxU0vrl8E8J6knmIp25ewLyM2NDEzcZf2Y6FOj/Congaree-National-Park-Trail-System.jpg?format=1000w" /><br> </a> Congaree National Park Trails <a data-title="Amount of Park Covered in Water" data-description="" data-lightbox-theme="dark" href="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617240219158-FHCOU0N3EQ2ZBPI064XR/ke17ZwdGBToddI8pDm48kLeqlddS6oJm6KDv_-aDrlcUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcaCntuJqrsDD61c8BZFzTLSQoyumxU0vrl8E8J6knmIp25ewLyM2NDEzcZf2Y6FOj/Congaree-National-Park-Trail-System-Underwater.jpg" role="button" class=" image-slide-anchor js-gallery-lightbox-opener content-fill " > <span class="v6-visually-hidden">View fullsize</span> <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617240219158-FHCOU0N3EQ2ZBPI064XR/ke17ZwdGBToddI8pDm48kLeqlddS6oJm6KDv_-aDrlcUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcaCntuJqrsDD61c8BZFzTLSQoyumxU0vrl8E8J6knmIp25ewLyM2NDEzcZf2Y6FOj/Congaree-National-Park-Trail-System-Underwater.jpg" data-image-dimensions="1200x776" data-image-focal-point="0.5,0.5" alt="Amount of Park Covered in Water" data-load="false" data-image-id="6065209a8a228263b690cad7" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617240219158-FHCOU0N3EQ2ZBPI064XR/ke17ZwdGBToddI8pDm48kLeqlddS6oJm6KDv_-aDrlcUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcaCntuJqrsDD61c8BZFzTLSQoyumxU0vrl8E8J6knmIp25ewLyM2NDEzcZf2Y6FOj/Congaree-National-Park-Trail-System-Underwater.jpg?format=1000w" /><br> </a> Field Recording Sound Story Jared Blake Recording Upland Chorus Frogs in Virginia https://acousticnature.com/journal/recording-upland-chorus-frogs-in-virginia Acoustic Nature - Field Recording Blog urn:uuid:8c48eaec-8ea3-74e1-62cb-56965eae455a Thu, 01 Apr 2021 21:19:02 +0200 Join me on a field recording trip where I record the sounds of upland chorus frogs in Southern Virginia! &nbsp;<h3><em>Join me on a field recording trip where I record the sounds of upland chorus frogs in Southern Virginia!</em></h3>&nbsp;&nbsp; <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617283250495-WYNXXYSTK850NGFSYVX2/ke17ZwdGBToddI8pDm48kFT-_JTSz9F8aN2K_3f4bm8UqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcBgf58c_doqJWc7Spy4BPKgQmv7rBLPm6QsrZDbitO9pIZBakO5JsGAxmkFYEirss/recording-upland-chorus-frogs-in-virginia.jpg" data-image-dimensions="1200x785" data-image-focal-point="0.816907619481859,0.7452381678989956" alt="Join me on a field recording trip to the White Oak Mountain Wildlife Management Area where I record the sound of upland chorus frogs!" data-load="false" data-image-id="6065c8b271ee655cb75e12f0" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617283250495-WYNXXYSTK850NGFSYVX2/ke17ZwdGBToddI8pDm48kFT-_JTSz9F8aN2K_3f4bm8UqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcBgf58c_doqJWc7Spy4BPKgQmv7rBLPm6QsrZDbitO9pIZBakO5JsGAxmkFYEirss/recording-upland-chorus-frogs-in-virginia.jpg?format=1000w" /> </figure> <iframe allowfullscreen="" src="https://www.google.com/maps/embed?pb=!1m18!1m12!1m3!1d3195.1903081704063!2d-79.33184518471039!3d36.78998727995066!2m3!1f0!2f0!3f0!3m2!1i1024!2i768!4f13.1!3m3!1m2!1s0x89ad5597e50139db%3A0x40ce3d0a8505e35a!2sWhite%20Oak%20Mountain%20Wildlife%20Management%20Area!5e0!3m2!1sen!2sus!4v1617294789770!5m2!1sen!2sus" width="600" loading="lazy" height="450"></iframe> <p class="">After spending a night in the <a href="https://acousticnature.com/journal/recording-nature-sounds-in-the-national-radio-quiet-zone" target="_blank">Nation's National Radio Quiet Zone</a>, my next stop was the White Oak Mountain Wildlife Management Area (WMA) in Southern Virginia. </p><p class="">The WMA is 2,748 acres in size and is primarily used for hunting. Located 2 miles from main roads, and with only two, small airports nearby, it looked like a good recording location.</p><p class="">Not knowing what to expect from White Oak Mountain, I went in with an open mind. Boy was I blown away!</p><h1 id="frogs">Upland Chorus Frogs</h1> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617292469751-1Y2SGQBQ0NBOPKU9U4A0/ke17ZwdGBToddI8pDm48kOYleoTSjcMJLlJmoqQXe7J7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z5QPOohDIaIeljMHgDF5CVlOqpeNLcJ80NK65_fV7S1UXt_9BsLBN3LLn2W-lxWbJWY85D5P3n2Dph6H2nwe8TmdyphEYu-VVFd9UB47yUAbA/Upland+Chorus+Frog.jpg" data-image-dimensions="1764x1265" data-image-focal-point="0.5,0.5" alt="The call of the upland chorus frog sounds like someone running their fingers across the teeth of a comb." data-load="false" data-image-id="6065ecb5f166e1113056e7e0" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617292469751-1Y2SGQBQ0NBOPKU9U4A0/ke17ZwdGBToddI8pDm48kOYleoTSjcMJLlJmoqQXe7J7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z5QPOohDIaIeljMHgDF5CVlOqpeNLcJ80NK65_fV7S1UXt_9BsLBN3LLn2W-lxWbJWY85D5P3n2Dph6H2nwe8TmdyphEYu-VVFd9UB47yUAbA/Upland+Chorus+Frog.jpg?format=1000w" /> <figcaption class="image-caption-wrapper"> <p class="">The call of the upland chorus frog sounds like someone running their fingers across the teeth of a comb.</p> </figcaption> </figure> <p class="">While in school, I wrote a scientific journal article that investigated the effect of temperature on frog species calling. In doing so, I learned how to identify many species by their sound. The upland chorus frog was a favorite, but I never heard one during my research.</p><p class="">When I heard a group of them calling before even reaching the WMA, I pulled my car over, rolled the windows down, and soaked in their sound. That was, until a neighbor's dog tried to attack my car. </p><p class="">Afterwards, and with a bit of an adrenaline rush, I eagerly drove the rest of the way, hoping that more frogs awaited.</p><h1 id="recording">Recording</h1><p class="">This trip was my first opportunity to use my new field recording backpack. I had it fully loaded with 2 SASS microphones, a stereo pair of EM272 capsules, 2 LS-10 recorders, and a Sony D100. In my excitement, I used everything!</p> <a data-title="Recording #1" data-description="" data-lightbox-theme="dark" href="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617292728020-MOAKV1WSZCG2SKSLW1RQ/ke17ZwdGBToddI8pDm48kKOdTmj2ye5Yr55kbAAPV5ZZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpywO_rJqxklusn2SZjK8CZ8tB9GFIpA8pJgN_u7s1jYHC_JBhTJGCSmexuY0Mf12EY/recording-1.jpg" role="button" class=" image-slide-anchor js-gallery-lightbox-opener content-fill " > <span class="v6-visually-hidden">View fullsize</span> <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617292728020-MOAKV1WSZCG2SKSLW1RQ/ke17ZwdGBToddI8pDm48kKOdTmj2ye5Yr55kbAAPV5ZZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpywO_rJqxklusn2SZjK8CZ8tB9GFIpA8pJgN_u7s1jYHC_JBhTJGCSmexuY0Mf12EY/recording-1.jpg" data-image-dimensions="525x700" data-image-focal-point="0.5,0.5" alt="Recording #1" data-load="false" data-image-id="6065edb7dc215f101dee30b2" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617292728020-MOAKV1WSZCG2SKSLW1RQ/ke17ZwdGBToddI8pDm48kKOdTmj2ye5Yr55kbAAPV5ZZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpywO_rJqxklusn2SZjK8CZ8tB9GFIpA8pJgN_u7s1jYHC_JBhTJGCSmexuY0Mf12EY/recording-1.jpg?format=1000w" /><br> </a> Recording #1 <a data-title="Recording #2" data-description="" data-lightbox-theme="dark" href="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617292727834-PCO8YFQ1IRLBYAJ1DH6O/ke17ZwdGBToddI8pDm48kKOdTmj2ye5Yr55kbAAPV5ZZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpywO_rJqxklusn2SZjK8CZ8tB9GFIpA8pJgN_u7s1jYHC_JBhTJGCSmexuY0Mf12EY/recording-%232.jpg" role="button" class=" image-slide-anchor js-gallery-lightbox-opener content-fill " > <span class="v6-visually-hidden">View fullsize</span> <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617292727834-PCO8YFQ1IRLBYAJ1DH6O/ke17ZwdGBToddI8pDm48kKOdTmj2ye5Yr55kbAAPV5ZZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpywO_rJqxklusn2SZjK8CZ8tB9GFIpA8pJgN_u7s1jYHC_JBhTJGCSmexuY0Mf12EY/recording-%232.jpg" data-image-dimensions="525x700" data-image-focal-point="0.5,0.5" alt="Recording #2" data-load="false" data-image-id="6065edb738b2ae3f783d18b2" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617292727834-PCO8YFQ1IRLBYAJ1DH6O/ke17ZwdGBToddI8pDm48kKOdTmj2ye5Yr55kbAAPV5ZZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpywO_rJqxklusn2SZjK8CZ8tB9GFIpA8pJgN_u7s1jYHC_JBhTJGCSmexuY0Mf12EY/recording-%232.jpg?format=1000w" /><br> </a> Recording #2 <a data-title="Recording #3" data-description="" data-lightbox-theme="dark" href="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617292728360-OF0JDA289YQZMARRZ0SO/ke17ZwdGBToddI8pDm48kFDpyXWTd0bgjkmeQlgTBy5Zw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpyN6bDejW7UajklG23L8P1yQTT66sH2VaH2QrW-rW9TWc8Krpq_vwp19qAfNTpfYfc/recording-3.jpg" role="button" class=" image-slide-anchor js-gallery-lightbox-opener content-fill " > <span class="v6-visually-hidden">View fullsize</span> <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617292728360-OF0JDA289YQZMARRZ0SO/ke17ZwdGBToddI8pDm48kFDpyXWTd0bgjkmeQlgTBy5Zw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpyN6bDejW7UajklG23L8P1yQTT66sH2VaH2QrW-rW9TWc8Krpq_vwp19qAfNTpfYfc/recording-3.jpg" data-image-dimensions="700x394" data-image-focal-point="0.5,0.5" alt="Recording #3" data-load="false" data-image-id="6065edb8911da12f33431bd1" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1617292728360-OF0JDA289YQZMARRZ0SO/ke17ZwdGBToddI8pDm48kFDpyXWTd0bgjkmeQlgTBy5Zw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpyN6bDejW7UajklG23L8P1yQTT66sH2VaH2QrW-rW9TWc8Krpq_vwp19qAfNTpfYfc/recording-3.jpg?format=1000w" /><br> </a> Recording #3 <p class=""><strong>Recording #1</strong> was made with a SASS mic with the D100. Using 2 bungee cords, I secured them to a tree that was about 15' from a vernal pool filled with upland chorus frogs. </p> <p class=""><strong>Recording #2</strong> used a SASS mic and Olympus LS-10 recorder. I nestled the microphone in the branches of a sapling near a few calling individuals. The frogs were so loud that I actually had to lower the gain on the LS-10. In every other recording I've done, I have always had the gain maxed-out at 10. </p> <p class="">I setup a pair of tree ears for <strong>recording #3</strong> using a stereo pair of EM272 capsules and another LS-10. I wanted to record the frogs at a distance for a less dynamic ambiance. From afar, it is difficult to distinguish upland chorus frog calls from spring peepers.</p> <h1 id="conclusion">Final Thoughts</h1><p class="">For not having any expectations on this trip, the sounds of the White Oak Mountain WMA really blew me away. The land was exceedingly quiet for a Monday afternoon and the sounds of the frogs were amazing to experience. </p><p class="">Although it was quite windy on this trip, I was still able to capture several recordings that really showcase the unique call of the upland chorus frog. Frogs are my favorite animals and I was in heaven this day. </p><p class="">The next stop on my trip will be the Congaree National Park. </p><p class="">For more posts like this one, <a href="https://acousticnature.com/sound-stories">click here</a> to view all of my sound stories.</p><p class="">Thanks for reading,<br>-Jared</p><hr /><h3>Read Next:</h3> <a href="https://acousticnature.com/blog" class="sqs-block-button-element--medium sqs-block-button-element" >more posts</a> &nbsp; Field Recording Sound Story Jared Blake Recording Nature in the National Radio Quiet Zone https://acousticnature.com/journal/recording-nature-sounds-in-the-national-radio-quiet-zone Acoustic Nature - Field Recording Blog urn:uuid:8fa84bf3-6725-8d5c-94a1-0a5772ef94bf Mon, 29 Mar 2021 16:17:00 +0200 What’s it like to live in our Nation’s Quiet Zone? Find out in this article! &nbsp;<h3><em>What’s it like to live in our Nation’s Quiet Zone? Find out in this article!</em></h3>&nbsp;&nbsp; <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616780812521-Z09UTWKD1Q6VYQOEXWER/ke17ZwdGBToddI8pDm48kFT-_JTSz9F8aN2K_3f4bm8UqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcBgf58c_doqJWc7Spy4BPKgQmv7rBLPm6QsrZDbitO9pIZBakO5JsGAxmkFYEirss/recording-nature-sound-in-the-national-radio-quiet-zone.jpg" data-image-dimensions="1200x785" data-image-focal-point="0.5,0.5" alt="By Image courtesy of NRAO/AUI, CC BY 3.0, https://commons.wikimedia.org/w/index.php?curid=17758390" data-load="false" data-image-id="605e1e0c48559229e4712eca" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616780812521-Z09UTWKD1Q6VYQOEXWER/ke17ZwdGBToddI8pDm48kFT-_JTSz9F8aN2K_3f4bm8UqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcBgf58c_doqJWc7Spy4BPKgQmv7rBLPm6QsrZDbitO9pIZBakO5JsGAxmkFYEirss/recording-nature-sound-in-the-national-radio-quiet-zone.jpg?format=1000w" /> </figure> <p class="">After a recommendation from one of my subscribers (thanks Chip!), I learned about the anomaly that is Green Bank, West Virginia. </p><p class="">In this town, there's <strong>no cell-service and WiFi and radio are forbidden</strong>. Additionally, if you want to use a microwave, it must be enclosed in a Faraday cage to prevent it from emitting electromagnetic waves. </p><p class="">Since these conditions repel most humans, this area should be relatively <a href="https://acousticnature.com/journal/what-is-noise-pollution-sensitivity-quiz" target="_blank">noise-pollution</a> free. I did some research on this area and decided to spend the first night of my field recording road trip there. </p><p class=""><strong>Table of Contents: </strong></p><p class=""><strong>• </strong><a href="#telescope">The Green Bank Telescope</a> • <a href="#NRQZ">The National Radio Quiet Zone</a> • <a href="#restrictions">Device Restrictions</a> • <a href="#experience">My Experience and Sound Recordings</a> • <a href="#conclusion">Final Thoughts</a></p><hr /><h2 id="telescope">The Green Bank Telescope</h2> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616781150559-6Y2MIXMUD3UFNHJU40YC/ke17ZwdGBToddI8pDm48kBbdSUIHrnfszC0Uv-s6NXNZw-zPPgdn4jUwVcJE1ZvWEtT5uBSRWt4vQZAgTJucoTqqXjS3CfNDSuuf31e0tVGho-jSmQAPWn94Nvix4OSMAOlmV6QajS_lhzTPq6JK5e3fdiwvU2dIXnCeUs0K4JU/The-Green-Bank-Telescope.jpg" data-image-dimensions="480x480" data-image-focal-point="0.5,0.5" alt="The Green Bank Telescope. By NRAO/AUI/NSF - https://public.nrao.edu/gallery/green-bank-telescope" data-load="false" data-image-id="605e1f5e14b4d84b4fbff959" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616781150559-6Y2MIXMUD3UFNHJU40YC/ke17ZwdGBToddI8pDm48kBbdSUIHrnfszC0Uv-s6NXNZw-zPPgdn4jUwVcJE1ZvWEtT5uBSRWt4vQZAgTJucoTqqXjS3CfNDSuuf31e0tVGho-jSmQAPWn94Nvix4OSMAOlmV6QajS_lhzTPq6JK5e3fdiwvU2dIXnCeUs0K4JU/The-Green-Bank-Telescope.jpg?format=1000w" /> <figcaption class="image-caption-wrapper"> <p class="">The Green Bank Telescope. By NRAO/AUI/NSF - https://public.nrao.edu/gallery/green-bank-telescope</p> </figcaption> </figure> <p class="">Green Bank is home to the world's largest fully steerable radio telescope in the world. It is 485 feet tall, and its main dish is 2.3 acres in size!</p><p class="">The telescope collects radio waves from space and uses them in observations, measurements, and discoveries of stars, galaxies, black holes, and other astronomical objects.</p><p class="">These radio waves are extremely weak and must be concentrated and amplified before they can be useful to astronomers. That’s the job of the Green Bank Telescope.</p><p class="">Much like how a parabolic microphone works, the parabolic dish of the Green Bank Telescope collects, concentrates, and amplifies radio waves from precise objects in space. The data is then analyzed by scientists.</p><p class="">Radio telescopes are used for tracking celestial objects, determining elemental compositions of stars, and even for observing <a href="https://science.nasa.gov/astrophysics/focus-areas/what-is-dark-energy" target="_blank">dark energy</a>.</p><p class="">For more information about radio telescopes, see this <a href="https://public.nrao.edu/telescopes/radio-telescopes/" target="_blank">article</a> from the National Radio Astronomy Observatory.</p><h2 id="NRQZ">National Radio Quiet Zone</h2> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616792433144-2D7SQNV65VFA2RBN714H/ke17ZwdGBToddI8pDm48kOEKlCjUjhURB-WrcaXLOwVZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZamWLI2zvYWH8K3-s_4yszcp2ryTI0HqTOaaUohrI8PIZ1Mh5fNDcxjHz7SDd7GkO2GvKOqeL5Li9-jVhNIm__wKMshLAGzx4R3EDFOm1kBS/Capture.JPG" data-image-dimensions="921x860" data-image-focal-point="0.5,0.5" alt="The National Radio Quiet Zone (NRQZ). By Joel Bradshaw - Derivative of public-domain http://www.gb.nrao.edu/nrqz/nrqz.shtml" data-load="false" data-image-id="605e4b718e6f881f5987aaa0" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616792433144-2D7SQNV65VFA2RBN714H/ke17ZwdGBToddI8pDm48kOEKlCjUjhURB-WrcaXLOwVZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZamWLI2zvYWH8K3-s_4yszcp2ryTI0HqTOaaUohrI8PIZ1Mh5fNDcxjHz7SDd7GkO2GvKOqeL5Li9-jVhNIm__wKMshLAGzx4R3EDFOm1kBS/Capture.JPG?format=1000w" /> <figcaption class="image-caption-wrapper"> <p class="">The National Radio Quiet Zone (NRQZ). By Joel Bradshaw - Derivative of public-domain http://www.gb.nrao.edu/nrqz/nrqz.shtml</p> </figcaption> </figure> <p class="">The radio waves observed by the Green Bank Telescope are over a <strong>billion times weaker </strong>than radio waves emitted by a cellphone. If a cellphone was used near a radio telescope, it would completely distort the signal from space. Think of it like someone yelling right next to your parabolic microphone while you try to record a distant bird. </p><p class="">Although the Green Bank Telescope was built before the invention of cellphones (1956), radios existed and posed a threat to the device. A remote location far away from radio transmissions was a necessity and <strong>Green Bank, West Virginia was the perfect location</strong>. </p><p class="">Nestled between the Blue Ridge and Allegheny mountain ranges, Green Bank is naturally shielded from many radio waves. For additional protection, the Federal Communications Commission (FCC) created the <strong>National Radio Quiet Zone </strong>(<strong>NRQZ</strong>) in 1958. </p><p class="">The NRQZ is a 13,000 square mile region in which radio transmissions are heavily restricted to protect the radio telescope from interference. It is divided into 5 zones with increasingly strict restrictions the closer one comes to the telescope. </p><h2 id="restrictions">Device Restrictions</h2><p class="">Within the National Radio Quiet Zone, radio transmissions are limited to one station in the AM band and only a few, low-power FM stations. </p><p class="">Within a 20 mile radius around the observatory, residents cannot use <strong>WiFi routers or microwave ovens</strong>. This area is <strong>actively policed </strong>with vehicles equipped with sensors for detecting electromagnetic radiation. </p><p class="">Within the observatory grounds, <strong>cell phones, digital cameras, </strong>and even<strong> gasoline engines</strong> are prohibited. Only vehicles with diesel engines may enter the facility due to interference caused by spark plugs in gas engines. </p><p class="">With strict limitations posed on residents of Green Bank, perhaps it’s no surprise that its population is about 150. </p><h2 id="experience">My Experience and Sound Recordings</h2> <a data-title="" data-description="" data-lightbox-theme="dark" href="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616793891600-3EPRKP89CHJ322PPDMWX/ke17ZwdGBToddI8pDm48kACVW-kkms_BWmUzr26i2XdZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpyBkza84FjJrQoze4xe3Xf5UetXXdC24zf2PkF4dwZabVGdH6gE5PZGKZ9xg2bCQmc/foggy+trail.jpg" role="button" class=" image-slide-anchor js-gallery-lightbox-opener content-fit " > <span class="v6-visually-hidden">View fullsize</span> <img class="thumb-image" 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data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616793892845-5FBOZY6HQVKB0QW8LJD3/ke17ZwdGBToddI8pDm48kACVW-kkms_BWmUzr26i2XdZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpyBkza84FjJrQoze4xe3Xf5UetXXdC24zf2PkF4dwZabVGdH6gE5PZGKZ9xg2bCQmc/trailhead-sign.jpg" data-image-dimensions="601x900" data-image-focal-point="0.5,0.5" alt="trailhead-sign.jpg" data-load="false" data-image-id="605e512496982546ecfc6016" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616793892845-5FBOZY6HQVKB0QW8LJD3/ke17ZwdGBToddI8pDm48kACVW-kkms_BWmUzr26i2XdZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpyBkza84FjJrQoze4xe3Xf5UetXXdC24zf2PkF4dwZabVGdH6gE5PZGKZ9xg2bCQmc/trailhead-sign.jpg?format=1000w" /><br> </a> <p class="">I chose to spend the first night of my field recording road trip within the upper left-hand corner of the National Radio Quiet Zone (NRQZ).</p><p class="">I left at 12pm and should have arrived at 6pm, giving me 2 hours before sunset to hike in and setup my recording equipment. Unfortunately, a large accident shut down all lanes on I-81S. This delay caused me to arrive at the trailhead at 7:45pm. </p><p class="">In the dying sunlight, I only had time to walk around and take some photos. I wanted to setup a drop rig, but with the coming rain and no sheltered spot, I did not. </p><p class="">Throughout the night, I was periodically awoken by intermittent rain showers. I made a couple recordings of this sound but they're nothing to write home about (see below).</p> <p class="">In the morning, I awoke to a spooky landscape covered in fog. I took advantage of this opportunity and went for a walk with my camera and recording gear. </p><p class="">Despite the 45°F temperature, my fingers were frozen by 18mph winds and high humidity. </p><p class="">Eventually, I found a ridge where the wind sounded particularly interesting and setup a recording. I used my new SASS binaural microphone paired with a Sony D100. I recorded for 1 hour and ended up with a 9 minute segment of usable sound. </p><p class="">I was still quite close to a main route and the recording suffered from a lot of vehicle noise (and airplanes of course). </p><iframe allow="autoplay" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1016870272&amp;color=%23ff5500&amp;auto_play=false&amp;hide_related=true&amp;show_comments=false&amp;show_user=true&amp;show_reposts=false&amp;show_teaser=false" width="100%" frameborder="no" height="166"></iframe><a href="https://soundcloud.com/acousticnature" title="Acoustic Nature" target="_blank">Acoustic Nature</a> · <a href="https://soundcloud.com/acousticnature/foggy-windy-morning-in-the-national-radio-quiet-zone-d100-wsass" title="Foggy, Windy Morning in the National Radio Quiet Zone [D100 w/SASS]" target="_blank">Foggy, Windy Morning in the National Radio Quiet Zone [D100 w/SASS]</a><h2 id="conclusion">Final Thoughts</h2><p class="">Although I didn't capture any great recordings here, this area still holds my interest. On my return journey, I will stop in this area again but will go closer to Green Bank. I believe that the arrival of spring paired with the low population could yield long, noise-free recordings.</p><p class="">My only question is: do field recorders and microphones emit electromagnetic waves? Probably. Is it enough to get me in trouble? I guess I'll find out.</p><p class="">The next stop on my adventure will be a four-night stay in Virginia.</p><p class="">To see all of my sound story adventures, click <a href="https://acousticnature.com/sound-stories">here</a>. </p><p class="">If you have any questions, feel free to ask me through the <a href="https://acousticnature.com/contact">contact</a> page on my website. </p><p class="">Thanks for reading, have a great day!<br>-Jared</p><hr /><h3>Read Next:</h3> <a href="https://acousticnature.com/blog" class="sqs-block-button-element--medium sqs-block-button-element" >more posts</a> &nbsp; Field Recording Sound Story Jared Blake 20 great new audio jobs at Fisher-Price, Amazon Games, City State, Stardock, Microsoft, PlayStation Europe, Riot, Blizzard, Ubisoft Music, EA Vancouver, Scopely, Tonik Studio, Akorbi, ICONMA, Wild Sheep, Elias, Frontier, Splash Damage, and FRQNCY https://soundlister.com/18-great-new-audio-jobs-at-fisher-price-amazon-games-city-state-stardock-microsoft-playstation-europe-riot-blizzard-ubisoft-music-ea-vancouver-scopely-tonik-studio-akorbi-iconma-wild-she/ Soundlister.com urn:uuid:b2ebb849-f3c4-e3db-d160-b139fa84a72d Sun, 28 Mar 2021 19:39:11 +0200 <p><img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" />Wanted: Sound Designer, Contract Sound Engineer/Designer, Gameplay Audio Software Engineer, Sound Engineer, Dialogue Supervisor, Dialogue Coordinator, Sound Designer II, Game Producer, Voice Over Artist, Associate Music Supervisor, Software Engineer - Music, Sound Designer, Dialogue Supervisor, Senior Sound Designer, C++ Audio Developer, Audio Tools Programmer, Technical Audio Designer, and Podcast Editor</p> <p>The post <a rel="nofollow" href="https://soundlister.com/18-great-new-audio-jobs-at-fisher-price-amazon-games-city-state-stardock-microsoft-playstation-europe-riot-blizzard-ubisoft-music-ea-vancouver-scopely-tonik-studio-akorbi-iconma-wild-she/">20 great new audio jobs at Fisher-Price, Amazon Games, City State, Stardock, Microsoft, PlayStation Europe, Riot, Blizzard, Ubisoft Music, EA Vancouver, Scopely, Tonik Studio, Akorbi, ICONMA, Wild Sheep, Elias, Frontier, Splash Damage, and FRQNCY</a> appeared first on <a rel="nofollow" href="https://soundlister.com">Soundlister.com</a>.</p> <img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" /><div style="padding-bottom: 40px;"> <div class="frm_forms with_frm_style frm_style_job-submission-style" id="frm_form_21_container" > <form enctype="multipart/form-data" method="post" class="frm-show-form frm_pro_form " id="form_frd89" > <div class="frm_form_fields "> <fieldset> <legend class="frm_hidden">Job Subscription</legend> <div class="frm_fields_container"> <input type="hidden" name="frm_action" value="create" /> <input type="hidden" name="form_id" value="21" /> <input type="hidden" name="frm_hide_fields_21" id="frm_hide_fields_21" value="" /> <input type="hidden" name="form_key" value="frd89" /> <input type="hidden" name="item_meta[0]" value="" /> <input type="hidden" id="frm_submit_entry_21" name="frm_submit_entry_21" value="7a0adbea7e" /><input type="hidden" name="_wp_http_referer" value="/feed/" /><label for="frm_verify_21" class="frm_screen_reader frm_hidden">If you are human, leave this field blank.</label> <input type="text" class="frm_hidden frm_verify" id="frm_verify_21" name="frm_verify" value="" /> <p><center></p> <div id="frm_field_272_container" class="frm_form_field frm_html_container form-field"><center></p> <h3>Get exciting new audio job opportunities delivered straight to your inbox</h3> <p></center></div> <p></center></p> <div id="frm_field_271_container" class="frm_form_field form-field frm_none_container frm_first frm_half"> <label for="field_adbxe" class="frm_primary_label">Email Address <span class="frm_required"></span> </label> <input type="email" id="field_adbxe" name="item_meta[271]" value="" placeholder="Enter email address" data-invmsg="Email Address is invalid" /> </div> <input type="hidden" name="item_key" value="" /> <div class="frm_submit frm_half"> <input type="submit" value="Subscribe" class="frm_final_submit" /> <img class="frm_ajax_loading" src="https://soundlister.com/wp-content/plugins/formidable/images/ajax_loader.gif" alt="Sending"/> </div></div> </fieldset> </div> </form> </div> </div> <div style="padding-bottom: 20px;"><p>We came across interesting new jobs at Amazon Games, City State Entertainment, Stardock, and Fisher-Price &#8211; and they&#8217;re looking for a Sound Designer (CA, US), Contract Sound Engineer/Designer (WA, US), Gameplay Audio Software Engineer (MI, US), and Sound Engineer (NY, US).</p> <p>We also found openings for a <a href="https://careers.microsoft.com/us/en/job/1012292/Dialogue-Supervisor" target="_blank" rel="noopener noreferrer">Dialogue Supervisor</a> at Microsoft (WA, US), <a href="https://boards.greenhouse.io/playstationeurope/jobs/5147599002" target="_blank" rel="noopener noreferrer">Dialogue Coordinator</a> at PlayStation Europe (England), <a href="https://www.riotgames.com/en/work-with-us/job/2975477" target="_blank" rel="noopener noreferrer">Sound Designer II (Legends of Runterra</a> at Riot Games (CA, US), <a href="https://gamejobs.co/Game-Producer-Voice-Over-Diablo-IV-at-Blizzard-Entertainment" target="_blank" rel="noopener noreferrer">Game Producer, Voice Over (Diablo IV)</a> at Blizzard (CA, US), <a href="https://gamejobs.co/Associate-Music-Supervisor-Ubisoft-Music-F-H-at-Ubisoft" target="_blank" rel="noopener noreferrer">Associate Music Supervisor, Ubisoft Music (F/H)</a> at Ubisoft Music (France), <a href="https://gamejobs.co/Software-Engineer-Temporary-Music-at-Electronic-Arts" target="_blank" rel="noopener noreferrer">Software Engineer (Temporary) &#8211; Music</a> at EA Vancouver (BC, Canada), <a href="https://www.linkedin.com/jobs/view/2455973495/?eBP=NotAvailableFromMidTier&#038;recommendedFlavor=ACTIVELY_HIRING_COMPANY&#038;refId=xZG08XE%2BEIntv3Wh5oEunw%3D%3D&#038;trackingId=o5NnwspoyGXf%2F1LSXDFBTA%3D%3D&#038;trk=flagship3_search_srp_jobs&#038;lipi=urn%3Ali%3Apage%3Ad_flagship3_search_srp_jobs%3Bw2oCIQdIQOy7UtIux2%2Bu9g%3D%3D&#038;lici=o5NnwspoyGXf%2F1LSXDFBTA%3D%3D" target="_blank" rel="noopener noreferrer">Sound Designer</a> at Scopely (CA, US), and <a href="https://www.linkedin.com/jobs/view/2473387971" target="_blank" rel="noopener noreferrer">Sound Designer</a> at Tonik Studio (Germany), <a href="https://www.linkedin.com/jobs/view/2475351542/?eBP=NotAvailableFromMidTier&#038;recommendedFlavor=ACTIVELY_HIRING_COMPANY&#038;refId=xZG08XE%2BEIntv3Wh5oEunw%3D%3D&#038;trackingId=EvIvRYBU9mtWLxeFw%2FSYYg%3D%3D&#038;trk=flagship3_search_srp_jobs" target="_blank" rel="noopener noreferrer">Sound Designer</a> at Akorbi (CA, U), <a href="https://www.linkedin.com/jobs/view/2473172964/?eBP=NotAvailableFromMidTier&#038;recommendedFlavor=ACTIVELY_HIRING_COMPANY&#038;refId=xZG08XE%2BEIntv3Wh5oEunw%3D%3D&#038;trackingId=4Xm6LmvCVAqqm9Y6P%2BQ0QQ%3D%3D&#038;trk=flagship3_search_srp_jobs" target="_blank" rel="noopener noreferrer">Sound Designer</a> at ICONMA (CA, US), <a href="https://emploi.afjv.com/emploi-jeux-video/ESND1044-19687" target="_blank" rel="noopener noreferrer">Senior Sound Designer</a> at Wild Sheep (France), <a href="https://emp.jobylon.com/jobs/67004-elias-c-developer-for-the-next-generation-audio-tool/" target="_blank" rel="noopener noreferrer">C++ Audio Developer</a> at Elias (Sweden), <a href="https://www.gamesjobsdirect.com/details/audio-tools-programmer/159080?utm_source=Games+Jobs+Direct+Candidates+Newsletter&#038;utm_campaign=ae77a73762-GJD_MAILER_10%2F03%2F2021&#038;utm_medium=email&#038;utm_term=0_3ea2d5d69c-ae77a73762-48353454" target="_blank" rel="noopener noreferrer">Audio Tools Programmer</a> at Frontier (England), <a href="https://jobs.jobvite.com/careers/splashdamage/job/oseHefwl?__jvst=Employee&#038;__jvsd=sf8DJhwv&#038;__jvsc=LinkedIn&#038;bid=nfyZmTww" target="_blank" rel="noopener noreferrer">Technical Audio Designer</a> at Splash Damage (England), and <a href="https://frqncy.media/hiring/2021-03-editor/" target="_blank" rel="noopener noreferrer">Podcast Editor</a> at FRQNCY Media (Remote).</p> <p>Bonus: <a href="https://www.facebook.com/groups/audiojobs/" target="_blank" rel="noopener noreferrer">The Audio Jobs</a> group also has opportunities for a <a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fcareers.microsoft.com%2Fus%2Fen%2Fjob%2F1012292%2FDialogue-Supervisor%3Ffbclid%3DIwAR1aw5StBN3RtLI-7k2zeSGc6CS4WUBK4Khm8g5Qt1RdxJyUW35Bcybv7rI&#038;h=AT0ANKOjle0-0N5VM-0H54hD04EvnAddyW9tt2VOu5exwc2eoEUb6aXAoMPbipkaU5IUkFgpPuxW7pM5FYOX-h4SV7pBswryRhm2mDWY9TYVh7L2_cpW-_RsSza7_1ZSi7Yajk81qGT8npRyxA&#038;__tn__=-UK-R&#038;c[0]=AT3Kly8-xM93I6NvE3eF6DQfdVNmy5AB8ZYI5gIcK-T9AK9D0j3codg1FnFF_bw9IIRImcR0zqhlz-qJRObbBNEZwvOz-PjS-SpGGbt0MULwn_2XcZQptzdI8ldH9gw0OF1szxq9HcW22yGh_VQAfD1-cyHVZklAy1ZsroNseSu_EJ4pSWn5DA57jh7_VgJRHtdXNtXHOUwouvsq" target="_blank" rel="noopener noreferrer">Dialogue Supervisor</a> at Microsoft (Redmond, WA). Happy job hunting!</p> </div> <hr> <strong>Highlight &#8211; sound stories this week:</strong> Shannon Mills &#038; Nia Hansen take you behind the sound for Disney&#8217;s <a href="https://www.asoundeffect.com/raya-and-the-last-dragon-sound/" target="_blank" rel="noopener noreferrer">Raya and the Last Dragon</a>. 37 new sound effects libraries of <a href="https://www.asoundeffect.com/new-sound-effects-vehicles-ambiences-from-australia-uk-and-russia-and-much-more/" target="_blank" rel="noopener noreferrer">magic, gore, classic vintage synths, roaring vehicles, ambiences from Australia, UK and Russia</a> and more! <hr> <br> <div class="note"><strong><span style="font-size: 24px;">Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Amazon Games</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Irvine, CA, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>Have you ever dreamed of making huge creature sounds, powerful magic spells, and clashing battles with hundreds of players? What about bringing a dynamic open world to life with music and detailed ambiences? </p> <p>Amazon Games is looking for a Sound Designer to join our New World team in Sunny Irvine, CA. In New World, players will fight for survival as they explore and conquer the mysterious island of Aeternum. as a Sound Designer, you will build on the realistic and supernatural soundscape of New World and help forge a future filled with amazing experiences for players, broadcasters and creators. </p> <p>In this role, you will work with the Audio Lead to create top quality sound design and implementation. You&#39;ll work effectively, collaborating with designers, animators, visual effect artists, and programmers to create compelling audio experiences; leveraging your technical and creative audio skills on a unique and enthusiastic team. </p> <p>Responsibilities: Design and implement high quality in-game sound effects. Test all aspects of the game audio, ensuring in-game playback is flawless. Collaborate with the production team to set clear, realistic timelines. Provide well thought-out feedback that pushes the sound of New World forward. </p> <p>Amazon Games applies the principles of Amazonian culture to the world of game design. We have a diverse team of talented, creative people pairing their love of making games with the unique strengths that come with being part of Amazon. Across all of our teams and locations, we are united by a common purpose: to share great gaming experiences with customers around the world. We believe in a future where everyone is a gamer and everyone can create, compete, collaborate and connect through games, and we are looking for the right people to help us build that future. With the power of Twitch and AWS at your fingertips, you will have the chance to innovate in gameplay, creativity, marketing, and technology, while working alongside some of the smartest and most creative minds in the industry. </p> <p><strong>About Us</strong><br>Inclusive Culture, Work/Life Balance, &amp; Career Growth<br>Here at AWS, we embrace our differences and are committed to furthering our culture of inclusion. We offer ten employee-led affinity groups with 190 global chapters, innovative benefits, and annual and ongoing learning experiences (including our Conversations on Race and Ethnicity (CORE) and AmazeCon (gender diversity) conferences). Our team also puts a high value on work-life balance and offers flexible working hours. We believe striking the right balance between your personal and professional life is critical to life-long happiness and fulfillment. Additionally, our team is dedicated to supporting you with mentorship and pathways for ongoing development. We have a broad mix of experience levels and tenures, and are building an environment that celebrates knowledge sharing and promotes career choice. </p> <strong>BASIC QUALIFICATIONS</strong> <p>· 1+ shipped game title.<br>· 1+ years’ experience in a sound designer role.<br>· 1+ years experience recording both in the field and in the studio.<br>· 1+ years experience implementing audio with middleware.<br>· A passion for games and the role that audio plays in storytelling and player experience.</p> <strong>PREFERRED QUALIFICATIONS</strong> <p>· Experience with any commercial video game engine (Lumberyard, Unreal, Unity etc.)<br>· Experience with Wwise.<br>· Scripting experience in LUA, C# or any visual scripting system.<br>· Massive Multiplayer Online experience a plus.<br>· Music editing and composition experience a plus.<br>· Meets/exceeds Amazon’s leadership principles requirements for this role.<br>· Meets/exceeds Amazon’s functional/technical depth and complexity for this role. </p> <p>Amazon is committed to a diverse and inclusive workplace. Amazon is an equal opportunity employer and does not discriminate on the basis of race, national origin, gender, gender identity, sexual orientation, protected veteran status, disability, age, or other legally protected status. For individuals with disabilities who would like to request an accommodation, please visit <a href="https://www.amazon.jobs/en/disability/us">https://www.amazon.jobs/en/disability/us</a>.</p> </div> <div class="btnFix"><a class="btnJobs" href="https://www.amazon.jobs/en/jobs/1485107/sound-designer-new-world" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://www.facebook.com/groups/181851689212927/user/763762805/" target="_blank" rel="noopener noreferrer">Jean-Edouard Miclot</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Contract Sound Engineer/Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> City State Entertainment</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Bothell, WA, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>City State Entertainment is an independent video game development studio based in both Fairfax, Virginia and Seattle, Washington. The studio embodies an “open office” collaborative process where all team members are expected to contribute to the design and the development process of our games. The team is currently in production of Camelot Unchained, a niche, RvR old-school MMORPG and Final Stand: Ragnarok a co-op looter slasher while also building out our own engine. This is a remote position but bonus points if the applicant is located in Fairfax, VA or Seattle, WA.</p> <strong>Job Description</strong> <p>City State Entertainment is looking for a Contract Sound Engineer to help design and implement sound assets for our games Camelot Unchained and Final Stand: Ragnarok.</p> <strong>Job Responsibilities</strong> <ul> <li>Create, edit, and implement game audio assets including music, sound effects and dialogue that matches the aesthetics of the game</li> <li>Oversee all audio mixing, music mixing, and sound effects</li> <li>Create and maintain audio pipelines and technologies (debugging and troubleshooting any audio issues)</li> <li>Create and implement any original audio needed: sound effects, voice effects, voiceovers, music, etc.</li> <li>Collaborate with other departments to help design, create, and implement new audio tools and features </li> </ul> <strong>Requirements</strong> <ul> <li>Must have at least one shipped PC/Console title</li> <li>3 year minimum experience working with game audio</li> <li>Excellent listening skills</li> <li>Strong knowledge and understanding of game audio production and techniques</li> <li>3 year minimum experience working with AudioKinetic Wwise</li> <li>Experience with various audio tools (Sound Forge, ProTools, Nuendo, Sound Miner, etc.)</li> <li>Excellent verbal and written communication skills</li> <li>Strong work ethic and sense of ownership</li> <li>Knowledge of game development processes</li> <li>Passion for games</li> </ul> <strong>Pluses</strong> <ul> <li>Experience with scripting and programming in C/C++</li> <li>Have your own recording/mixing studio (remote work is an option if you do)</li> <li>Already based in Fairfax or Seattle</li> </ul> <p><strong>Note:</strong> <br>City State Entertainment is hiring for a broad range of positions on a growing team. We have definite skill and task needs, but the eventual division of tasks within the team will depend on the eventual team members. If you’re an outstanding and talented individual whose qualifications fall halfway between two of our listings, we’d still like to hear from you. All candidates must have excellent written and verbal communication skills and be able to work on-site at our Washington DC-area or Seattle, WA office in the U.S.A. We are an emphatically equal-opportunity employer. Successful candidates will be asked to show proof that they can legally work in the US.</p> </div> <div class="btnFix"><a class="btnJobs" href="https://jobs.smartrecruiters.com/CityStateEntertainmentLLC/743999739464734-contract-sound-engineer-designer" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://twitter.com/SchoolGameAudio/status/1374019361355264010" target="_blank" rel="noopener noreferrer">School.VideoGameAudio.com @SchoolGameAudio</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Gameplay Audio Software Engineer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Stardock</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Plymouth, MI, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>Are you an avid gamer interested in creating awesome games? Stardock is currently seeking a talented Gameplay Audio Software Engineer to implement stunning audio experiences in cutting edge games. The ideal candidate is well versed in C++, has created games in the past, and loves strategy games. This is a salaried, full-time position at our Plymouth, Michigan office.</p> <strong>Primary Responsibilities Include:</strong> <ul> <li>Integrate gameplay and animation driven foley, UI sounds, ambient and music tracks, environmental audio effects.</li> <li>Work with Wwise and supporting systems.</li> <li>Collaborate with producers, designers, programmers, and audio content creators to design, prototype, and implement new audio features.</li> <li>Extend and improve audio-related data formats and tool pipeline.</li> <li>Review code written by programmers across the studio and collaborate with them to improve code quality and troubleshoot audio-related technology.</li> </ul> <strong>Education and/or Experience Desired:</strong> <ul> <li>Bachelor&#39;s Degree in Computer Science, Engineering, Mathematics or relevant field.</li> <li>3 years of working C++ experience, knowledge of modern C++ concepts.</li> <li>At least 3 years of experience in audio programming, preferably for games.</li> <li>Experience with principles of 3D audio, audio effects.</li> <li>Working knowledge of audio engineering required and basics of music theory is a bonus.</li> <li>Experience with Wwise or similar (FMOD, Miles, etc.) workflow.</li> <li>Familiarity with DSP and virtual analog algorithms for synthesis and effects.</li> </ul> <p>If you&#39;re enthusiastic about the position and would like to tell us about it, please submit your resume and cover letter to <a href="&#x6d;&#x61;&#x69;&#x6c;&#116;&#111;:jo&#x62;&#x73;&#x40;&#x73;&#116;&#97;rdo&#x63;&#x6b;&#x2e;&#x63;&#111;&#109;?subject=Gameplay Audio Software Engineer">&#x6a;&#111;&#98;&#x73;&#x40;&#115;&#116;&#x61;&#x72;&#100;&#111;&#x63;&#x6b;&#46;&#99;&#x6f;&#x6d;</a>, with &quot;Gameplay Audio Software Engineer&quot; in the subject line.</p> </div> <div class="btnFix"><a class="btnJobs" href="https://www.stardock.com/careers?fbclid=IwAR1FlIe3ts0t8w-W1qWAGAPmdzJ485SwVajmiCrKEj5gDLtWztrVTqpYxXw#gameaudioeng" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fwww.stardock.com%2Fcareers%3Ffbclid%3DIwAR1FlIe3ts0t8w-W1qWAGAPmdzJ485SwVajmiCrKEj5gDLtWztrVTqpYxXw%23gameaudioeng&#038;h=AT3gjHQuum4XdJRvghEjm1TPyA8BIxHrSVKq3-g8-8HouKSRVKsYiF5tvAq6jv4NmmNGun5CIvFiiqS2VgctXEHUUo3RS-A47PCnLXKvQennigx75NFY7H0AkHna-7qs3Jn765ibKZY_nBiLEA&#038;__tn__=H-R&#038;c[0]=AT2Q7GxuW1yDjth6Yf0GEIcXQHkHhn09qdqyyEIy0FgBpx9CAMoob-wq3yavDS5zTs6z5Gdp_Xf1qTcsw4g2WFIgycFLchTrV85MRozRGn5NUOEWxNE0sKgiza4uHaHpFAUKl212ghW4hBMV41M8Xd_li2PxRDuBGdIkFkql2Uevwzb84BuVkD6J9Ye5wie6mCr_J5NJHp_jk46V" target="_blank" rel="noopener noreferrer">Nathan Hanish</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Sound Engineer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Fisher-Price</span><br> <span style="font-size: 16px;"><strong>Location:</strong> East Aurora, NY, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p><strong>CREATIVITY IS OUR SUPERPOWER.</strong> It’s our heritage and it’s also our future. Because we don’t just make toys. We create innovative products and experiences that inspire, entertain and develop children through play. Mattel is at its best when every member of our team feels respected, included, and heard—when everyone can show up as themselves and do their best work every day. We value and share an infinite range of ideas and voices that evolve and broaden our perspectives with a reach that extends into all our brands, partners, and suppliers. </p> <p><strong>The Opportunity: </strong> We are seeking an energetic candidate with a strong desire to work on Fisher-Price’s expansive portfolio of Infant and Preschool Toy brands as a <strong>Sound Designer.</strong> Your primary responsibility will be to create music, sound and speech for our products&#39; global consumption as we entertain children around the world. </p> <strong>What Your Impact Will Be: </strong> <ul> <li>Compose and arrange lyric-based songs and instrumental music for product.</li> <li>Create and implement the music, sounds and speech for multiple audio projects simultaneously.</li> <li>Creatively consult with cross-functional teams (content producers, industrial designers, artists, marketers, managers) on operation &amp; implementation of audio in products.</li> <li>Design and edit sound effects produce/mix music, record and edit speech, develop instrument sample libraries according to design requirements and within memory constraints, quality and documentation standards, and audio IC formatting requirements.</li> <li>Obtain audio creative approvals by reviewing audio content with team. Make revisions as necessary.</li> <li>Support costing and scheduling efforts in the product deve Audio Jobs Associate Music Supervisor Audio Tools Programmer C++ Audio Developer Contract Sound Engineer/Designer Dialogue Coordinator Dialogue Supervisor Game Producer Gameplay Audio Software Engineer Podcast Editor Senior Sound Designer Software Engineer - Music Sound Designer Sound Designer II Sound Engineer Technical Audio Designer Voice Over Artist Adriane Kuzminski Learning C# Notes - Part III: Selection & Operation Statements http://javierzumer.com/blog/2021/3/27/learning-c-notes-part-iii-selection-amp-operation-statements Javier Zúmer - Sound Design urn:uuid:e220d72a-cc8e-d352-a58e-8fe68c36f668 Sat, 27 Mar 2021 11:45:26 +0100 <p class="">So up until now I’ve left my notes on <strong>classes</strong>, which work as <strong>functional units</strong> in c# and on<strong> </strong>variables which store all sorts of <strong>data.</strong></p><p class="">Next thing would be to use that data residing within classes and do something with it. <strong>Selection statement</strong>s allow us to so different thing depending on the data itself while <strong>operation statements</strong> gives you the ability of parsing through collections of data to read or modify them.</p><h2><strong>Conditional Statements (If-else)</strong></h2><ul data-rte-list="default"><li><p class="">This is the most basic <strong>selection statement. </strong></p></li><li><p class="">We analyze a <strong>condition</strong> and determine what to do if it is true. </p></li><li><p class="">Since a condition can only be either true or false, we must always analyze a <strong>boolean variable</strong> or any method that returns a bool.</p></li><li><p class="">We can use any logic expression that would result in a boolean like 3 &gt; number.</p></li><li><p class="">We can also determine what we want to happen if the condition is not true with the <strong>else</strong> keyword.</p></li><li><p class="">Additionally, we can check further conditions with the <strong>else if</strong> keyword.</p></li><li><p class="">See examples:</p></li></ul><pre class="source-code"><span class="cm-variable">int</span> <span class="cm-variable">health</span>; <span class="cm-keyword">if</span> (<span class="cm-variable">health</span> <span class="cm-operator">&lt;</span> <span class="cm-number">10</span>) { <span class="cm-comment">//Player is hurt. </span> } <span class="cm-keyword">else</span> <span class="cm-keyword">if</span> (<span class="cm-variable">health</span> <span class="cm-operator">&lt;</span> <span class="cm-number">50</span>) { <span class="cm-comment">//Player is low health. </span> } <span class="cm-keyword">else</span> { <span class="cm-comment">//Player is healthy. </span> }</pre><h2><strong>Switch Statement</strong></h2><ul data-rte-list="default"><li><p class="">The conditional structure explained above is good when you just have a few possible options but sometimes <strong>you have a bunch of cases and you want to do something different for each one.</strong></p></li><li><p class="">We can also include a <strong>default case</strong> which will be used if the expression passed is not found.</p></li><li><p class="">The syntaxis is a bit different that conditional statements, see below:</p></li></ul><pre class="source-code"><span class="cm-variable">enum</span> <span class="cm-variable">playerState</span>; <span class="cm-comment">//This struct contains a list of states the player can be in.</span> <span class="cm-keyword">switch</span> (<span class="cm-variable">playerState</span>) { <span class="cm-keyword">case</span> <span class="cm-variable">playerState</span>.<span class="cm-property">poisoned</span> <span class="cm-comment">//We play a poisend snapshot.</span> <span class="cm-keyword">break</span>; <span class="cm-keyword">case</span> <span class="cm-variable">playerState</span>.<span class="cm-variable">burning</span> <span class="cm-comment">//We play a burning snapshot.</span> <span class="cm-keyword">break</span>; <span class="cm-keyword">case</span> <span class="cm-variable">playerState</span>.<span class="cm-variable">confused</span> <span class="cm-comment">//We play a confused snapshot.</span> <span class="cm-keyword">break</span>; <span class="cm-keyword">case</span> <span class="cm-variable">playerState</span>.<span class="cm-variable">dead</span> <span class="cm-comment">//We play a death snapshot.</span> <span class="cm-keyword">break</span>; <span class="cm-keyword">case</span> <span class="cm-keyword">default</span> <span class="cm-comment">//We play the normal snapshot.</span> <span class="cm-keyword">break</span>; }</pre><h2><strong>Logical Operators</strong></h2><ul data-rte-list="default"><li><p class="">If we want to do more complex statements we can use logical operators to add certain conditions and logic.</p></li><li><p class="">We use “<strong>&amp;&amp;”</strong> as an <strong>AND</strong> statement when we want to check that two or more conditions are true.</p></li><li><p class="">We use “<strong>||”</strong> as an <strong>OR</strong> statement if we want to do something when either condition is true. Only one needs to be true.</p></li><li><p class="">We use “<strong>!”</strong> as a<strong> NOT</strong> statement to signify that we want to check the <strong>opposite of a condition</strong>. In other words, the “!” operator inverts a bool, turning a true into false.</p></li><li><p class="">When checking that something is bigger or smaller that our condition, we use <strong>“&lt;“</strong> and <strong>“&gt;”</strong>.</p></li><li><p class="">We can also use <strong>“&lt;=”</strong> to check is something is smaller or equal and <strong>“&gt;=”</strong> to check if it is bigger or equal.</p></li><li><p class="">We use <strong>“==”</strong> to check if a variable equals another.</p></li><li><p class="">See these in action below:</p></li></ul><pre class="source-code"><span class="cm-comment">// NOT</span> <span class="cm-variable">bool</span> <span class="cm-variable">result</span> <span class="cm-operator">=</span> <span class="cm-atom">true</span>; <span class="cm-keyword">if</span> (<span class="cm-operator">!</span><span class="cm-variable">result</span>) { <span class="cm-variable">Console</span>.<span class="cm-property">WriteLine</span>(<span class="cm-string">"The condition is true (result is false)."</span>); } <span class="cm-keyword">else</span> { <span class="cm-variable">Console</span>.<span class="cm-property">WriteLine</span>(<span class="cm-string">"The condition is false (result is true)."</span>); } <span class="cm-comment">// Short-circuit AND</span> <span class="cm-variable">int</span> <span class="cm-variable">m</span> <span class="cm-operator">=</span> <span class="cm-number">9</span>; <span class="cm-variable">int</span> <span class="cm-variable">n</span> <span class="cm-operator">=</span> <span class="cm-number">7</span>; <span class="cm-variable">int</span> <span class="cm-variable">p</span> <span class="cm-operator">=</span> <span class="cm-number">5</span>; <span class="cm-keyword">if</span> (<span class="cm-variable">m</span> <span class="cm-operator">&gt;=</span> <span class="cm-variable">n</span> <span class="cm-operator">&amp;</span><span class="cm-operator">&amp;</span> <span class="cm-variable">m</span> <span class="cm-operator">&gt;=</span> <span class="cm-variable">p</span>) { <span class="cm-variable">Console</span>.<span class="cm-property">WriteLine</span>(<span class="cm-string">"Nothing is larger than m."</span>); } <span class="cm-comment">// AND and NOT</span> <span class="cm-keyword">if</span> (<span class="cm-variable">m</span> <span class="cm-operator">&gt;=</span> <span class="cm-variable">n</span> <span class="cm-operator">&amp;</span><span class="cm-operator">&amp;</span> <span class="cm-operator">!</span>(<span class="cm-variable">p</span> <span class="cm-operator">&gt;</span> <span class="cm-variable">m</span>)) { <span class="cm-variable">Console</span>.<span class="cm-property">WriteLine</span>(<span class="cm-string">"Nothing is larger than m."</span>); } <span class="cm-comment">// Short-circuit OR</span> <span class="cm-keyword">if</span> (<span class="cm-variable">m</span> <span class="cm-operator">&gt;</span> <span class="cm-variable">n</span> <span class="cm-operator">|</span><span class="cm-operator">|</span> <span class="cm-variable">m</span> <span class="cm-operator">&gt;</span> <span class="cm-variable">p</span>) { <span class="cm-variable">Console</span>.<span class="cm-property">WriteLine</span>(<span class="cm-string">"m isn't the smallest."</span>); } <span class="cm-comment">// NOT and OR</span> <span class="cm-variable">m</span> <span class="cm-operator">=</span> <span class="cm-number">4</span>; <span class="cm-keyword">if</span> (<span class="cm-operator">!</span>(<span class="cm-variable">m</span> <span class="cm-operator">&gt;=</span> <span class="cm-variable">n</span> <span class="cm-operator">|</span><span class="cm-operator">|</span> <span class="cm-variable">m</span> <span class="cm-operator">&gt;=</span> <span class="cm-variable">p</span>)) { <span class="cm-variable">Console</span>.<span class="cm-property">WriteLine</span>(<span class="cm-string">"Now m is the smallest."</span>); }</pre><h2><strong>Iteration Statements: foreach</strong></h2><ul data-rte-list="default"><li><p class="">We use this iterator to <strong>go through all the values on a list, dictionary or other collection.</strong></p></li><li><p class="">We use the <strong>“in”</strong> keyword to specify the type of element to be examined and where it comes from.</p></li><li><p class="">Is important to note that <strong>“foreach”</strong> <strong>creates a copy of the collection</strong> when iterating through it so we can’t alter it directly.</p></li><li><p class="">If we want to alter a collection as we loop through it we need to use a <strong>“for”</strong> loop (see below).</p></li><li><p class=""><strong>"foreach”</strong> is more readable and clean but performs worst than a for loop.</p></li></ul><pre class="source-code"><span class="cm-keyword">var</span> <span class="cm-def">fibNumbers</span> <span class="cm-operator">=</span> <span class="cm-keyword">new</span> <span class="cm-variable">List</span><span class="cm-operator">&lt;</span><span class="cm-variable">int</span><span class="cm-operator">&gt;</span> { <span class="cm-number cm-property">0</span>, <span class="cm-number cm-property">1</span>, <span class="cm-number cm-property">1</span>, <span class="cm-number cm-property">2</span>, <span class="cm-number cm-property">3</span>, <span class="cm-number cm-property">5</span>, <span class="cm-number cm-property">8</span>, <span class="cm-number cm-property">13</span> }; <span class="cm-variable">int</span> <span class="cm-variable">count</span> <span class="cm-operator">=</span> <span class="cm-number">0</span>; <span class="cm-variable">foreach</span> (<span class="cm-variable">int</span> <span class="cm-variable">element</span> <span class="cm-keyword">in</span> <span class="cm-variable">fibNumbers</span>) { <span class="cm-variable">Console</span>.<span class="cm-property">WriteLine</span>(<span class="cm-variable">$</span><span class="cm-string">"Element #{count}: {element}"</span>); <span class="cm-variable">count</span><span class="cm-operator">++</span>; } <span class="cm-variable">Console</span>.<span class="cm-property">WriteLine</span>(<span class="cm-variable">$</span><span class="cm-string">"Number of elements: {count}"</span>);</pre><h2><strong>Iteration Statements: for</strong></h2><ul data-rte-list="default"><li><p class="">This will execute the code inside as long as the <strong>condition evaluated is true.</strong></p></li><li><p class="">We <strong>initialize an iterator value</strong> and alter it on each cycle.</p></li><li><p class="">It is very useful for <strong>checking all the elements in a collection</strong> or do something a certain number of times.</p></li><li><p class="">It allows you to <strong>directly alter the values</strong> of the collection that you are examining.</p></li><li><p class="">Is important to note that <strong>we first check the condition and then execute the code</strong> between { }.</p></li></ul><pre class="source-code"><span class="cm-variable">int</span>[] <span class="cm-variable">Numbers</span> <span class="cm-operator">=</span> {<span class="cm-number cm-property">1</span>,<span class="cm-number cm-property">2</span>,<span class="cm-number cm-property">3</span>,<span class="cm-number cm-property">4</span>,<span class="cm-number cm-property">5</span>,<span class="cm-number cm-property">6</span>} <span class="cm-variable">contant</span> <span class="cm-variable">someConstantValue</span>; <span class="cm-keyword">for</span> (<span class="cm-variable">int</span> <span class="cm-variable">i</span> <span class="cm-operator">=</span> <span class="cm-number">0</span>; <span class="cm-variable">Numbers</span>.<span class="cm-property">Length</span>; <span class="cm-variable">i</span><span class="cm-operator">++</span>) { <span class="cm-variable">Numbers</span>[<span class="cm-variable">i</span>] <span class="cm-operator">=</span> <span class="cm-variable">Numbers</span>[<span class="cm-variable">i</span>]<span class="cm-operator">*</span><span class="cm-variable">someConstantValue</span>; }</pre><h2><strong>Iteration Statements: do while</strong></h2><ul data-rte-list="default"><li><p class="">This basically works like a for loop but the main difference is that <strong>the code is executed first and then the condition is checked.</strong></p></li><li><p class="">So in other words a <strong>“do while” </strong>statement will always execute the code between { } at least once.</p></li><li><p class="">You can use the keyword <strong>“break”</strong> to exit the loop at anytime.</p></li></ul><pre class="source-code"><span class="cm-variable">int</span> <span class="cm-variable">n</span> <span class="cm-operator">=</span> <span class="cm-number">0</span>; <span class="cm-keyword">do</span> { <span class="cm-variable">Console</span>.<span class="cm-property">WriteLine</span>(<span class="cm-variable">n</span>); <span class="cm-variable">n</span><span class="cm-operator">++</span>; } <span class="cm-keyword">while</span> (<span class="cm-variable">n</span> <span class="cm-operator">&lt;</span> <span class="cm-number">5</span>);</pre><h2><strong>Iteration Statements: while</strong></h2><ul data-rte-list="default"><li><p class=""><strong>“while”</strong> can also be used by itself to to something while a certain condition is true.</p></li></ul><pre class="source-code"><span class="cm-variable">int</span> <span class="cm-variable">n</span> <span class="cm-operator">=</span> <span class="cm-number">0</span>; <span class="cm-keyword">while</span> (<span class="cm-variable">n</span> <span class="cm-operator">&lt;</span> <span class="cm-number">5</span>) { <span class="cm-variable">Console</span>.<span class="cm-property">WriteLine</span>(<span class="cm-variable">n</span>); <span class="cm-variable">n</span><span class="cm-operator">++</span>; }</pre> Javier Zumer The Timekeeper: Recording A Clock Shop https://acousticnature.com/journal/field-recording-story-recording-a-clock-shop Acoustic Nature - Field Recording Blog urn:uuid:29001692-086a-04a9-a0c8-ee396b22d79c Tue, 23 Mar 2021 23:30:26 +0100 Join me on a field recording trip to a clock repair shop in this article! &nbsp;<h3><em>Join me on a field recording trip to a clock repair shop in this article!</em></h3>&nbsp;&nbsp; <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616517868796-BLRTP8WCJN50W4MEJP2O/ke17ZwdGBToddI8pDm48kFT-_JTSz9F8aN2K_3f4bm8UqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcBgf58c_doqJWc7Spy4BPKgQmv7rBLPm6QsrZDbitO9pIZBakO5JsGAxmkFYEirss/recording-clock-sound-effects-main-image.jpg" data-image-dimensions="1200x785" data-image-focal-point="0.5,0.5" alt="Join me on a field recording trip to the Green Mountain National Forest where I record the aftermath of a severe ice-storm!" data-load="false" data-image-id="605a1aecb50fac10411693b7" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616517868796-BLRTP8WCJN50W4MEJP2O/ke17ZwdGBToddI8pDm48kFT-_JTSz9F8aN2K_3f4bm8UqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcBgf58c_doqJWc7Spy4BPKgQmv7rBLPm6QsrZDbitO9pIZBakO5JsGAxmkFYEirss/recording-clock-sound-effects-main-image.jpg?format=1000w" /> </figure> <p class="">In preparation for my field recording road trip, I needed to replace the battery in my watch. After a quick Google search for “watch repair near me”, I found The Timekeeper. From the photos, it looked like a small shop owned by a trade master. I was sold.</p><h1>The Shop</h1><p class="">Upon arriving, a woman was already there and was discussing repair costs for a grandfather clock with the owner. This gave me time to look at the plethora of timepieces that filled the shop.</p> <a role="presentation" class=" image-slide-anchor content-fill " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616519191981-6W83V7K0B1TW5HJXR81V/ke17ZwdGBToddI8pDm48kFNOqt3rU1nRN9aS0bRlB0ZZw-zPPgdn4jUwVcJE1ZvWEtT5uBSRWt4vQZAgTJucoTqqXjS3CfNDSuuf31e0tVEHuqhoC0foX7KYJh9SOwwAnco97EPMXz1Qt2vh-s86udUIjMR7y8DvZhQcEy0Q7PU/JJB_5401.jpg" data-image-dimensions="401x600" data-image-focal-point="0.5,0.5" alt="JJB_5401.jpg" data-load="false" data-image-id="605a20177a216421ea030684" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616519191981-6W83V7K0B1TW5HJXR81V/ke17ZwdGBToddI8pDm48kFNOqt3rU1nRN9aS0bRlB0ZZw-zPPgdn4jUwVcJE1ZvWEtT5uBSRWt4vQZAgTJucoTqqXjS3CfNDSuuf31e0tVEHuqhoC0foX7KYJh9SOwwAnco97EPMXz1Qt2vh-s86udUIjMR7y8DvZhQcEy0Q7PU/JJB_5401.jpg?format=1000w" /><br> </a> <a role="presentation" class=" image-slide-anchor content-fill " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616519192036-WIHQSEUJMCRVBWN7TIZA/ke17ZwdGBToddI8pDm48kMqgvy4aIZ0Rxg44Up-C98tZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpxUAggvRTpWN0F1C77UQt-eHScIn67VbHrqdXAy-U9VFeF42Odiy1jp-hBlpJOUWBQ/JJB_5401-2.jpg" data-image-dimensions="600x334" data-image-focal-point="0.5,0.5" alt="JJB_5401-2.jpg" data-load="false" data-image-id="605a201757a3c712dacb5ad4" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616519192036-WIHQSEUJMCRVBWN7TIZA/ke17ZwdGBToddI8pDm48kMqgvy4aIZ0Rxg44Up-C98tZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpxUAggvRTpWN0F1C77UQt-eHScIn67VbHrqdXAy-U9VFeF42Odiy1jp-hBlpJOUWBQ/JJB_5401-2.jpg?format=1000w" /><br> </a> <a role="presentation" class=" image-slide-anchor content-fill " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616519192389-UED22AS5YW7JAJ46C1V6/ke17ZwdGBToddI8pDm48kMR1yAHb8bPoH1-OdajP2rZZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpya-Yv2-AUIrtyc_1d9d84jKAfrgH35AgL5HDK7jKFTEAbkVb2mHFRzAaMt_-j0ggg/JJB_5402.jpg" data-image-dimensions="600x400" data-image-focal-point="0.5,0.5" alt="JJB_5402.jpg" data-load="false" data-image-id="605a20185f4ad031534bedda" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616519192389-UED22AS5YW7JAJ46C1V6/ke17ZwdGBToddI8pDm48kMR1yAHb8bPoH1-OdajP2rZZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpya-Yv2-AUIrtyc_1d9d84jKAfrgH35AgL5HDK7jKFTEAbkVb2mHFRzAaMt_-j0ggg/JJB_5402.jpg?format=1000w" /><br> </a> <a role="presentation" class=" image-slide-anchor content-fill " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616519192534-OR5YBXRBI7EH58WXB46P/ke17ZwdGBToddI8pDm48kG_0Z-RwfAkRQWXWZYnHnOdZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpzBUwCJ5Gagz_AfvabZM_D_67rr8E6wiMRQlTTNBj6Z6jGpFJCZp56G0mRMArw_4sM/JJB_5402-2.jpg" data-image-dimensions="600x511" data-image-focal-point="0.5,0.5" alt="JJB_5402-2.jpg" data-load="false" data-image-id="605a20181e64660fd4a44760" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616519192534-OR5YBXRBI7EH58WXB46P/ke17ZwdGBToddI8pDm48kG_0Z-RwfAkRQWXWZYnHnOdZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpzBUwCJ5Gagz_AfvabZM_D_67rr8E6wiMRQlTTNBj6Z6jGpFJCZp56G0mRMArw_4sM/JJB_5402-2.jpg?format=1000w" /><br> </a> <a role="presentation" class=" image-slide-anchor content-fill " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616519192834-VIBINR0A0A8O8AJMZ4R9/ke17ZwdGBToddI8pDm48kI4q05X3KulYmO8DDQY0UyFZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpypvqtUULDa5S9GsJQGf8oVyc9rrQnC8mI2A3V7EgiNhTSRrSNt9ZPnYs3r_nluT08/JJB_5403.jpg" data-image-dimensions="600x417" data-image-focal-point="0.5,0.5" alt="JJB_5403.jpg" data-load="false" data-image-id="605a20187edb762560b5ee7c" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616519192834-VIBINR0A0A8O8AJMZ4R9/ke17ZwdGBToddI8pDm48kI4q05X3KulYmO8DDQY0UyFZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpypvqtUULDa5S9GsJQGf8oVyc9rrQnC8mI2A3V7EgiNhTSRrSNt9ZPnYs3r_nluT08/JJB_5403.jpg?format=1000w" /><br> </a> <a role="presentation" class=" image-slide-anchor content-fill " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616519192990-ASRMJB5W8T2R1PTXG9AV/ke17ZwdGBToddI8pDm48kNvdNK8v1cjONupTKBDyaktZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpx_M-jp8nNm9GcdzTQzHRrYNFWn8gMsoHyfZWr0wEYu9yfdpfGv0n9wFVDtKLXoIrs/JJB_5403-2.jpg" data-image-dimensions="594x600" data-image-focal-point="0.5,0.5" alt="JJB_5403-2.jpg" data-load="false" data-image-id="605a2018394c026f9c4978f2" data-type="image" src="https://images.squarespace-cdn.com/content/v1/58c04c7cb3db2b1cbe0a403b/1616519192990-ASRMJB5W8T2R1PTXG9AV/ke17ZwdGBToddI8pDm48kNvdNK8v1cjONupTKBDyaktZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpx_M-jp8nNm9GcdzTQzHRrYNFWn8gMsoHyfZWr0wEYu9yfdpfGv0n9wFVDtKLXoIrs/JJB_5403-2.jpg?format=1000w" /><br> </a> <p class="">During a pause in the repair conversation, the sound of the shop filled my ears. It was unlike anything I had ever heard. Four Grandfather clocks along the main wall were the stars of the auditory experience. Together they created a delicate, relaxing melody of ticking and tocking. </p><p class="">Now that I had noticed the sound of The Timekeeper, I could not stop hearing it. The more I listened, the more I wanted to record it. As I continued to wait, ideas filled my mind about how I would go about capturing this unique soundscape. </p><h1>Asking To Record</h1><p class="">After the woman left the shop, it was my turn to meet The Timekeeper. After telling him I was in need of a battery replacement, he got straight to work. It only took a few minutes and my watch was ticking again. Thankfully that was all that it needed after dropping it on the floor while waiting!</p><p class="">While checking out, I still was not sure how I would ask the unusual question, “can I record your shop?” Fortunately, The Timekeeper asked me his own unusual question. He was wondering if I happened to know anyone selling a baseball memorabilia collection. Unfortunately I did not, but would ask around for him.</p><p class="">Then it was my turn to ask. His reaction was expectedly perplexed. After explaining to him that I was a sound recordist and that his shop was sonically interesting, he agreed. </p><h1>Setting Up The Gear</h1><p class="">Two days later, I went back to The Timekeeper 20 minutes before closing. For this recording, I brought my tripod, Sony D100, and DIY SASS microphone. </p><p class="">The most challenging aspect of this recording would be setting my gain. Having never heard the chimes of the four grandfather clocks, I really didn’t know what to expect. Luckily, at 5:30pm, the largest of the four went off and I was able to set my gain based on its loudness. </p><p class="">5:30 was closing time which meant it was time to leave. Now it was time to worry about whether or not I had actually started the recording. </p><h1>The Sound</h1><p class="">At 9:30am, I returned to The Timekeeper to retrieve my equipment. Not surprisingly, my D100 was dead, so I would have to wait until I got home to listen.</p><p class="">Below is my favorite excerpt from the 12-hour recording. It’s during the midnight hour in the shop. </p><iframe allow="autoplay" scrolling="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/1003601386%3Fsecret_token%3Ds-atyedctJU64&amp;color=%23ff5500&amp;auto_play=false&amp;hide_related=true&amp;show_comments=false&amp;show_user=true&amp;show_reposts=false&amp;show_teaser=false" width="100%" frameborder="no" height="166"></iframe><a href="https://soundcloud.com/acousticnature" title="Acoustic Nature" target="_blank">Acoustic Nature</a> · <a href="https://soundcloud.com/acousticnature/midnight-in-a-clock-shop-4-grandfather-clocks/s-atyedctJU64" title="Midnight In A Clock Shop | 4 Grandfather Clocks" target="_blank">Midnight In A Clock Shop | 4 Grandfather Clocks</a><p class="">Honestly, this recording turned out better than I had expected. I like how the four Grandfather clocks are all about 1-minute off. This keeps them from overlapping, although a clock from the back of the shop can be heard during the chimes of the second Grandfather. </p><p class="">I also like how they go off from right-to-left, which creates a nice stereo-image. </p><p class="">There is some audible self-noise, especially when no clocks are chiming, but it is pretty minimal in my opinion.</p><p class="">In total, 8 different clocks can be heard in this short ≈ 6-minute recording. </p><h1>Final Thoughts</h1><p class="">Although human-made sounds are typically a nuisance to me, the sounds of The Timekeeper are quiet, peaceful, and reminiscent of simpler times. I hope you find them equally so!</p><p class="">For more Sound Stories, <a href="https://acousticnature.com/sound-stories">click here</a> or browse below. </p><p class="">Thanks for reading, have a great day!<br>-Jared</p><hr /><hr /><h3>Recent Articles:</h3> <a href="https://acousticnature.com/blog" class="sqs-block-button-element--medium sqs-block-button-element" >more posts</a> &nbsp; Field Recording Sound Story Jared Blake The Timekeeper: Recording A Clock Shop 2020 sound recording expedition to Kenya https://mindful-audio.com/blog/2020-sound-recording-expedition-kenya Blog - Mindful Audio urn:uuid:624f995b-44f7-1425-f29b-689ca9b8a8a2 Tue, 23 Mar 2021 12:39:13 +0100 I keep looking over my shoulder as I’m setting up my rig in a dead Acacia tree. The last thing I want to see now is a lion, a buffalo or a hippo. Technically I’m not allowed to exit the vehicle in Tsavo National Park, and for good reason. The density of big wildlife here is impressive. <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616171180196-5DFOHR8G5DHIWL9AWM36/ke17ZwdGBToddI8pDm48kLkXF2pIyv_F2eUT9F60jBl7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0iyqMbMesKd95J-X4EagrgU9L3Sa3U8cogeb0tjXbfawd0urKshkc5MgdBeJmALQKw/Giraffes+in+the+savanna" data-image-dimensions="2500x1667" data-image-focal-point="0.5,0.5" alt="Giraffes in the savanna" data-load="false" data-image-id="6054d0a9a899e937badc2c90" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616171180196-5DFOHR8G5DHIWL9AWM36/ke17ZwdGBToddI8pDm48kLkXF2pIyv_F2eUT9F60jBl7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0iyqMbMesKd95J-X4EagrgU9L3Sa3U8cogeb0tjXbfawd0urKshkc5MgdBeJmALQKw/Giraffes+in+the+savanna?format=1000w" /> </figure> <p class="">I keep looking over my shoulder as I’m setting up my rig in a dead Acacia tree. The last thing I want to see now is a lion, a buffalo or a hippo. Technically I’m not allowed to exit the vehicle in Tsavo National Park, and for good reason. The density of big wildlife here is impressive. </p> <p class="">Unfortunately the only way to get decent recordings of this beautiful landscape is by using drop rigs, which I can’t do by poking my head out of the car window. I have now become a master at setting up drop rigs fast and inconspicuously. It takes me less than 15 seconds from the time I leave the vehicle until I’m back inside. My driver-and-fixer Ken is keeping an eye out and everything works out well in the end.</p> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616247924277-23RYYM9XWFZB87NJVWH2/ke17ZwdGBToddI8pDm48kNiEM88mrzHRsd1mQ3bxVct7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0s0XaMNjCqAzRibjnE_wBlkZ2axuMlPfqFLWy-3Tjp4nKScCHg1XF4aLsQJlo6oYbA/Lioness+at+Tsavo+NP%2C+Kenya." data-image-dimensions="2500x2500" data-image-focal-point="0.49404761904761907,0.7142857142857143" alt="Lioness at Tsavo NP, Kenya." data-load="false" data-image-id="6055fc70c3c8c96e058e1fed" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616247924277-23RYYM9XWFZB87NJVWH2/ke17ZwdGBToddI8pDm48kNiEM88mrzHRsd1mQ3bxVct7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0s0XaMNjCqAzRibjnE_wBlkZ2axuMlPfqFLWy-3Tjp4nKScCHg1XF4aLsQJlo6oYbA/Lioness+at+Tsavo+NP%2C+Kenya.?format=1000w" /> </figure> <p class="">It’s September 2020 and I’m in Kenya for a two week sound recording expedition. I’m here to record the typical sounds of nature and wildlife in the savanna. It’s my first proper field recording project since Borneo in January and lockdown has not been easy on my mental wellbeing. The trip was rather hastily planned and organised, and everything was uncertain until the moment I got here at Tsavo. There was pressure and stress from the requirement for a negative Covid test, the technical issues getting an e-visa, any possible exposure on the flight here and even having a high body temperature in country (as everywhere there seems to be someone in charge of checking this).</p><h1>Tsavo National Park</h1> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616249606030-GEBJWAE6TYRM64AQP5N2/ke17ZwdGBToddI8pDm48kG0sXzLG2I85QyZp8ZpOahl7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0vIHRucUU7a1Vci15HXS8HIyFOUrT9_OnKWFj0z76vvMsMQu7p6EAYImZh1X2UKwEQ/Wildlife+at+Tsavo+NP" data-image-dimensions="2500x1938" data-image-focal-point="0.4930715935334873,0.7261904761904762" alt="Wildlife at Tsavo NP" data-load="false" data-image-id="6056030394da796fd4114d59" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616249606030-GEBJWAE6TYRM64AQP5N2/ke17ZwdGBToddI8pDm48kG0sXzLG2I85QyZp8ZpOahl7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0vIHRucUU7a1Vci15HXS8HIyFOUrT9_OnKWFj0z76vvMsMQu7p6EAYImZh1X2UKwEQ/Wildlife+at+Tsavo+NP?format=1000w" /> </figure> <p class="">Once I arrive at Tsavo National Park all these uncertainties seem to fade away. We spotted some wildlife on the way here but nothing compares to seeing lions, buffalo, elephants, zebras, antelope and a variety of birds congregating at water holes in the savanna. </p><p class="">I’m the only guest at the lodge I’m staying at. It feels a bit surreal to have all this place for myself, but I’m happy as I can make clean and immersive recordings without having a hundred safari vehicles pollute the soundscape with their noise. The pandemic has not been great news for anyone working in tourism but wildlife and nature welcomed this break. It certainly seems the case here in the Kenyan savanna.</p><p class="">I’m at Tsavo for about a week so I spend the first few days getting the lay of the land. I don’t record much, but I drive around with Ken who knows the place and we keep our eyes and ears out for possible recording spots. One day we see a Verreaux’s eagle owl hanging out in a tree so I decide to leave my rig just below it. Fortunately the owl comes back at night and I capture a beautiful selection of territorial calls.</p><p class="">As previously mentioned, the biggest issue at Tsavo is that we’re not allowed out of the vehicle. This matter has completely slipped my mind in the chaos of the preparations and hiring a local ranger isn’t possible due to the pandemic. The next best thing is to scout my locations very carefully and to be lightning fast as I set up the rigs. It’s incredibly dangerous and I don’t advise anyone to do it. </p><p class="">Some days I have 4 or 5 rigs out at any given time. This means exiting the vehicle 8 or 10 times. In certain places it’s easier than in others, especially when there’s good visibility all around. The best place however (Kanderi swamps) is also the most dangerous as that’s where several lion prides like to hang out and there are bushes and trees everywhere. </p> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616347956907-1PZNVHRB8MC47QTNK1AX/ke17ZwdGBToddI8pDm48kNiEM88mrzHRsd1mQ3bxVct7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0s0XaMNjCqAzRibjnE_wBlkZ2axuMlPfqFLWy-3Tjp4nKScCHg1XF4aLsQJlo6oYbA/IMG_2697.jpeg" data-image-dimensions="2500x2500" data-image-focal-point="0.5,0.5" alt="IMG_2697.jpeg" data-load="false" data-image-id="605783232998f4194ffd4f78" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616347956907-1PZNVHRB8MC47QTNK1AX/ke17ZwdGBToddI8pDm48kNiEM88mrzHRsd1mQ3bxVct7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0s0XaMNjCqAzRibjnE_wBlkZ2axuMlPfqFLWy-3Tjp4nKScCHg1XF4aLsQJlo6oYbA/IMG_2697.jpeg?format=1000w" /> </figure> <p class="">The other issue at Tsavo is troops of roving baboons. They’re hungry, curious and don’t care much for other people’s property. They find one of my rigs and proceed to wrecking it hoping they’ll find food in there. They obviously don’t, but they kill a dry bag and a pair of Lom mikroUsi microphones in the process. Luckily I have several pairs of extra mics so this isn’t a huge setback.</p><p class="">After a few failed attempts, I eventually get <a href="https://soundcloud.com/georgevlad/kanderi-swamp-dawn-chorus-with-lion?in=georgevlad%2Fsets%2Ffield-recordings" target="_blank">decent recordings of lions roaring</a>. I also capture elephants and hippos calling loudly at water holes. Wind is a big problem during the day but it seems to die down around dusk so at least I get some decent nighttime ambience. One evening, after I’ve set up all the rigs, we’re heading back towards camp when I see the moon rising behind the trees. Immediately afterwards I spot a few giraffes so I ask Ken to put the car in reverse so I can line up the moon with the giraffes. Unbelievable, after a bit of back and forth I manage to get exactly the shot I had in mind.</p> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616348783627-U92G87D6L2UHXMWI6R2Y/ke17ZwdGBToddI8pDm48kJKo3YTR7zgUvInmXMbZ6zZ7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0geeCvn1f36QDdcifB7yxGjTk-SMFplgtEhJ5kBshkhu5q5viBDDnY2i_eu2ZnquSA/DSC01934-1-3.jpg" data-image-dimensions="2500x3125" data-image-focal-point="0.5,0.5" alt="DSC01934-1-3.jpg" data-load="false" data-image-id="6057866dafac962c92a29852" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616348783627-U92G87D6L2UHXMWI6R2Y/ke17ZwdGBToddI8pDm48kJKo3YTR7zgUvInmXMbZ6zZ7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0geeCvn1f36QDdcifB7yxGjTk-SMFplgtEhJ5kBshkhu5q5viBDDnY2i_eu2ZnquSA/DSC01934-1-3.jpg?format=1000w" /> </figure> <p class="">The days go by incredibly fast and I can’t believe it’s soon time to leave Tsavo. The landscapes here have been amazing, the wildlife sightings out of this world, and the soundscapes just beautiful. This is a place I definitely want to return to.</p><h1>Lake Naivasha</h1> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616348991997-UCZT8P17IQNZBWDYYFQC/ke17ZwdGBToddI8pDm48kCDnvzZDSTqrZYB0qToMReZ7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0psyQQR5KrxgIm8QcotvsYtvUHnJsni5ivcu2RP0UO8zWN1uCXtq4fHLhtl5lYmmpQ/DSC02280.JPG" data-image-dimensions="2500x1662" data-image-focal-point="0.5,0.5" alt="DSC02280.JPG" data-load="false" data-image-id="6057873e1043a842bba323e2" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616348991997-UCZT8P17IQNZBWDYYFQC/ke17ZwdGBToddI8pDm48kCDnvzZDSTqrZYB0qToMReZ7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0psyQQR5KrxgIm8QcotvsYtvUHnJsni5ivcu2RP0UO8zWN1uCXtq4fHLhtl5lYmmpQ/DSC02280.JPG?format=1000w" /> </figure> <p class="">On my way from Tsavo to the Masai Mara I make a brief stop at Lake Naivasha. It’s not a great place to do sound recording because of the myriad boats and the various villages nearby, but it’s definitely a good spot for photography and for immersing myself into the day to day life of this part of Kenya. I book a dawn cruise on the lake which ends up starting more than two hours because of miscommunication and a flooded quay. </p><p class="">Eventually we get on the water and find good numbers of pelicans, fish eagles, wetland birds and kingfishers. On the island in the middle of the lake we spot giraffes and other big mammals. This turns out to be a decent spot for sound recording, if only I wasn’t supposed to leave by midday. The big numbers of wildlife are good news, although not everything is rosy.</p> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616349628806-D576PRWOQEN9PSVMNY3H/ke17ZwdGBToddI8pDm48kIMSmzRDd-WkDLF5fB6DMbx7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0ouw-8l5B_J38LMU7OZFvYek7p_oa1I7c590JjQNkbaWV65Fk36DE_GZEtL0ZjZsAw/DSC05520-1.jpg" data-image-dimensions="2500x3079" data-image-focal-point="0.5073332821598836,0.6369047619047619" alt="DSC05520-1.jpg" data-load="false" data-image-id="605789b9ca24454a7324b4b2" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616349628806-D576PRWOQEN9PSVMNY3H/ke17ZwdGBToddI8pDm48kIMSmzRDd-WkDLF5fB6DMbx7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0ouw-8l5B_J38LMU7OZFvYek7p_oa1I7c590JjQNkbaWV65Fk36DE_GZEtL0ZjZsAw/DSC05520-1.jpg?format=1000w" /> </figure> <p class="">The few fishermen I encounter on my boat trip all talk about an invasive algae that is taking over these lakes. This makes fishing way more difficult and has an adverse effect on the local wildlife populations. Another thing that threatens their livelihoods is the constantly rising levels of the water in the entire lakes region. While that normally shouldn’t be an issue, it’s so much out of the ordinary that there’s a lot of flooding happening on the banks of these lakes and this threatens businesses, homes and livelihoods.</p><p class="">Add to this the sudden lack of tourism revenue caused by the pandemic and you can understand how much worse life has become for people living here. Most of them now work for a Dutch enterprise growing tulips for export, but the conditions there are dismal even for this part of the world and the pay is laughably low. It’s easy to see but quite sobering to realise how big a difference tourism made for these people before the pandemic.</p> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616350375436-ELO0SZ7PDYTXNR2ESRZL/ke17ZwdGBToddI8pDm48kJIUnXP83bZi9DJfK5CMpXp7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0iy8Rj2bPXFyaluz0PeKicMM_6lQqsvRlftIV683WtxnJSEKLxRiIoUmRE4wxAVQkw/DSC05827-1-2.jpg" data-image-dimensions="2500x1481" data-image-focal-point="0.5,0.29593095501300615" alt="DSC05827-1-2.jpg" data-load="false" data-image-id="60578ca57e50097d3e9845c2" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616350375436-ELO0SZ7PDYTXNR2ESRZL/ke17ZwdGBToddI8pDm48kJIUnXP83bZi9DJfK5CMpXp7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0iy8Rj2bPXFyaluz0PeKicMM_6lQqsvRlftIV683WtxnJSEKLxRiIoUmRE4wxAVQkw/DSC05827-1-2.jpg?format=1000w" /> </figure> <h1>Masai Mara</h1><p class="">Just about halfway through my trip to Kenya I arrive at Mara North, a private conservancy on the edge of Masai Mara National Park. It’s decidedly different from my experience at Tsavo for a few obvious reasons. First of all, the landscape here is green and lush as opposed to the ochre dirt at Tsavo. Secondly, being at a private conservancy means I have a Masai guide accompanying me everywhere and as a result I can exit the vehicle whenever I want to. </p><p class="">William (the guide) has experience working with film crews so he doesn’t need a lot of explaining before he can take me to the best places for sound recording. He also takes me on walking safaris around the unfenced camp. It’s a bit daunting at first to be walking right where I saw lions hours before, but he says it’s fine and I shouldn’t be worried.</p> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616351798201-OSO2BTGOPAP9XSFYBYME/ke17ZwdGBToddI8pDm48kOfWSecpPqqkEUM5Zp0BtLt7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0s0XaMNjCqAzRibjnE_wBlm_3oE9SCFJQOQrjQ_i4gDsIGVHNjs6kSvle0gbxC_lhg/IMG_3025-1.jpg" data-image-dimensions="2500x1354" data-image-focal-point="0.5,0.5" alt="IMG_3025-1.jpg" data-load="false" data-image-id="605792330f93da79c6abb8ee" data-type="image" src="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616351798201-OSO2BTGOPAP9XSFYBYME/ke17ZwdGBToddI8pDm48kOfWSecpPqqkEUM5Zp0BtLt7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z4YTzHvnKhyp6Da-NYroOW3ZGjoBKy3azqku80C789l0s0XaMNjCqAzRibjnE_wBlm_3oE9SCFJQOQrjQ_i4gDsIGVHNjs6kSvle0gbxC_lhg/IMG_3025-1.jpg?format=1000w" /> </figure> <p class="">It feels exhilarating and liberating to be walking in the savanna after being conditioned to think about being on foot as dangerous. It’s also a bit stressful as my senses become incredibly acute. It takes me a while to let go and just trust that I’ll be fine, but in the process I realise how much I’m in the moment without ever thinking about anything that isn’t my immediate surroundings. It’s a welcome break from distractions, social media, work, lockdown etc.</p><p class="">Another consequence of being so alert is that my brain isn’t too selective with the things I hear. In normal situations, irrelevant parts of the soundscape would just be discarded on their way to the auditory cortex. During my walking safari, the entire soundscape is in focus. My footsteps seem hugely magnified even as I try to be as quiet as possible. The insect chorus is pretty sparse during the day but it seems impossible to ignore. Soft wind in the grass and leaves sounds like a jet engine. Distant hyenas yelping or buffalo grunting seem to be picked up with huge parabolae instead of just my ears. It’s an intense but incredibly immersive experience to which a safari in a vehicle pales in comparison. </p><p class="">Since the conservancy is outside the Masai Mara national park, I have to plan for a few days of park exploration and recording. Joined by Ken and a local Masai guide, I leave early before dawn so we can arrive there before the daytime heat chases wildlife away from the grassland and into dens or cover. We have idyllic breakfasts in the savanna swatting away flies and listening to distant hippos in the river. The sightings are breathtaking and include all so-called big 5 game plus a host of other mammals, birds and reptiles.</p><p class="">Recording with drop rigs in the Masai Mara proves a little less straightforward. The nearby and contiguous Serengeti derives its name from the Masai words for “endless plains”. It’s no surprise that places where I can hide recording equipment are scarce. The occasional tree or bush that we happen upon is very exposed and does not harbour much wildlife. Riverside looks a bit more promising but difficult to reach because of grumpy pods of hippos. </p> <figure class=" sqs-block-image-figure intrinsic " > <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/55a157c5e4b0796a90f7bfe8/1616494673913-2IX89BVTYCQS52J35APA/ke17ZwdGBToddI8pDm48kDy8jH3R0p712sEncyQflBp7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z5QPOohDIaIeljMHgDF5CVlOqpeN Field recording adventure Trip reports George Vlad 2020 sound recording expedition to Kenya How to use Startup Actions in REAPER https://reaperblog.net/2021/03/startup-actions/ The REAPER Blog urn:uuid:7ed55d93-39f3-2d92-e881-7baaa65b302f Sat, 20 Mar 2021 19:45:39 +0100 <p>How to set up actions that run at REAPER's launch, and project load.</p> The post <a href="https://reaperblog.net/2021/03/startup-actions/">How to use Startup Actions in REAPER</a> first appeared on <a href="https://reaperblog.net">The REAPER BLOG</a>. REAPER CUSTOMIZATION TUTORIAL VIDEO Admin 21 great new audio jobs at Marvel, Supernatural, Supercell Shanghai, Scopely, Epic, Sumo, WildBrain Spark, Within, Wave, Harebrained Schemes, Peloton, Firesprite, Spirit Consulting, Lenovo, WEFRAME, Limitless Games, Ready at Dawn, Ubisoft Montreuil, Sri V https://soundlister.com/great-new-audio-jobs-at-marvel-supernatural-supercell-shanghai-scopely-epic-sumo-wildbrain-spark-within-wave-harebrained-schemes-peloton-firesprite-spirit-consulting-lenovo-weframe-limi/ Soundlister.com urn:uuid:c407c629-0ed7-5777-d3f3-930e6c2f7471 Fri, 19 Mar 2021 23:32:49 +0100 <p><img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" />Wanted: Audio Mixer, Audio Lead, Senior Sound Designer, Sound Designer, Audio Mixer, Head of Music, Audio Programming Engineer, Senior Audio Producer, Audio Director, Audio Engineer Internship, Audio Engineer, Director of Audio, Audio Director, Technical Sound Designer, Sound Engineer, Associate Podcast Producer, Senior Technical Audio Designer, and Senior Audio Programmer</p> <p>The post <a rel="nofollow" href="https://soundlister.com/great-new-audio-jobs-at-marvel-supernatural-supercell-shanghai-scopely-epic-sumo-wildbrain-spark-within-wave-harebrained-schemes-peloton-firesprite-spirit-consulting-lenovo-weframe-limi/">21 great new audio jobs at Marvel, Supernatural, Supercell Shanghai, Scopely, Epic, Sumo, WildBrain Spark, Within, Wave, Harebrained Schemes, Peloton, Firesprite, Spirit Consulting, Lenovo, WEFRAME, Limitless Games, Ready at Dawn, Ubisoft Montreuil, Sri Venkateswara University, and Cloud Chamber</a> appeared first on <a rel="nofollow" href="https://soundlister.com">Soundlister.com</a>.</p> <img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" /><div style="padding-bottom: 40px;"> <div class="frm_forms with_frm_style frm_style_job-submission-style" id="frm_form_21_container" > <form enctype="multipart/form-data" method="post" class="frm-show-form frm_pro_form " id="form_frd89" > <div class="frm_form_fields "> <fieldset> <legend class="frm_hidden">Job Subscription</legend> <div class="frm_fields_container"> <input type="hidden" name="frm_action" value="create" /> <input type="hidden" name="form_id" value="21" /> <input type="hidden" name="frm_hide_fields_21" id="frm_hide_fields_21" value="" /> <input type="hidden" name="form_key" value="frd89" /> <input type="hidden" name="item_meta[0]" value="" /> <input type="hidden" id="frm_submit_entry_21" name="frm_submit_entry_21" value="f271945dc9" /><input type="hidden" name="_wp_http_referer" value="/feed/" /><label for="frm_verify_21" class="frm_screen_reader frm_hidden">If you are human, leave this field blank.</label> <input type="text" class="frm_hidden frm_verify" id="frm_verify_21" name="frm_verify" value="" /> <p><center></p> <div id="frm_field_272_container" class="frm_form_field frm_html_container form-field"><center></p> <h3>Get exciting new audio job opportunities delivered straight to your inbox</h3> <p></center></div> <p></center></p> <div id="frm_field_271_container" class="frm_form_field form-field frm_none_container frm_first frm_half"> <label for="field_adbxe" class="frm_primary_label">Email Address <span class="frm_required"></span> </label> <input type="email" id="field_adbxe" name="item_meta[271]" value="" placeholder="Enter email address" data-invmsg="Email Address is invalid" /> </div> <input type="hidden" name="item_key" value="" /> <div class="frm_submit frm_half"> <input type="submit" value="Subscribe" class="frm_final_submit" /> <img class="frm_ajax_loading" src="https://soundlister.com/wp-content/plugins/formidable/images/ajax_loader.gif" alt="Sending"/> </div></div> </fieldset> </div> </form> </div> </div> <div style="padding-bottom: 20px;"><p>We came across interesting new jobs at Supernatural, Supercell Shanghai, Epic Games, and WildBrain Spark &#8211; and they&#8217;re looking for an Audio Mixer (CA, US), Audio Lead (SH, China), Senior Sound Designer (NC, US), and Sound Designer (England).</p> <p>We also found openings for an <a href="https://gamejobs.co/Audio-Mixer-at-Within" target="_blank" rel="noopener noreferrer">Audio Mixer</a> at Within (CA, US), <a href="https://gamejobs.co/Head-of-Music-at-Wave" target="_blank" rel="noopener noreferrer">Head of Music</a> at Wave (CA, US), <a href="https://gamejobs.co/Audio-Engineer-at-Harebrained-Schemes" target="_blank" rel="noopener noreferrer">Audio Programming Engineer</a> at Harebrained Schemes (WA, US), <a href="https://boards.greenhouse.io/peloton/jobs/2988692" target="_blank" rel="noopener noreferrer">Senior Audio Producer</a> at Peloton Interactive (NY, US), <a href="https://www.firesprite.com/careers/job/45DC1808C0" target="_blank" rel="noopener noreferrer">Audio Director</a> at Firesprite (England), <a href="https://iprcareerconnect.mysmartjobboard.com/job/11110/audio-engineer-internship-spirit-consulting/" target="_blank" rel="noopener noreferrer">Audio Engineer Internship</a> at Spirit Consulting (Remote), <a href="https://www.linkedin.com/jobs/view/2452503405/" target="_blank" rel="noopener noreferrer">Audio Engineer</a> at Lenovo (FU, China), <a href="https://www.linkedin.com/jobs/view/2439319281/" target="_blank" rel="noopener noreferrer">Director of Audio</a> at WEFRAME (Germany), <a href="http://www.readyatdawn.com/careers-list/audio-director/" target="_blank" rel="noopener noreferrer">Audio Director</a> at Ready at Dawn (CA / OR, US), <a href="https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=743999738598577&#038;is-redirect=true" target="_blank" rel="noopener noreferrer">Technical Sound Designer</a> at Ubisoft Montreuil (France), <a href="https://www.linkedin.com/jobs/view/2463535218/" target="_blank" rel="noopener noreferrer">Sound Engineer</a> at Sri Venkateswara University (AP, India), <a href="https://jobs.disneycareers.com/job/new-york/associate-podcast-producer/391/18997203" target="_blank" rel="noopener noreferrer">Associate Podcast Producer</a> at Marvel Entertainment (NY, US), <a href="https://www.linkedin.com/jobs/view/2455973495/" rel="noopener noreferrer" target="_blank">Sound Designer</a> at Scopely, and <a href="https://boards.greenhouse.io/2k/jobs/4401183003" target="_blank" rel="noopener noreferrer">Audio Lead</a>, <a href="https://boards.greenhouse.io/2k/jobs/4414290003" target="_blank" rel="noopener noreferrer">Senior Technical Audio Designer</a> and <a href="https://boards.greenhouse.io/2k/jobs/4119156003" target="_blank" rel="noopener noreferrer">Senior Audio Programmer</a> at Cloud Chamber (QC, Canada).</p> <p>There are also 8 audio opportunities still open at Sumo Digital (England), including one for an <a href="https://jobs.lever.co/sumo-digital/dfa37edf-4267-4103-aa2d-d771c0e2fc87" rel="noopener noreferrer" target="_blank">Audio Director</a>, <a href="https://jobs.lever.co/sumo-digital/287b2ffc-9578-4cc2-a945-018ad6eff5aa" rel="noopener noreferrer" target="_blank">Lead Sound Designer</a>, <a href="https://jobs.lever.co/sumo-digital/8b3246d0-56c0-40b1-97e9-ba2b54d1053c" rel="noopener noreferrer" target="_blank">Senior Sound Designer</a>, <a href="https://jobs.lever.co/sumo-digital/2762216e-20d9-4666-8022-0983489156ff" rel="noopener noreferrer" target="_blank">Senior Technical Sound Designer</a>, <a href="https://jobs.lever.co/sumo-digital/b742f050-1336-4993-befd-01c90c1be48f" rel="noopener noreferrer" target="_blank">Sound Designer</a> (Sumo Sheffield) and <a href="https://jobs.lever.co/sumo-digital/ef2320a1-fdf7-4dcb-9844-011e5873ee6e" rel="noopener noreferrer" target="_blank">Sound Designer</a> (The Chinese Room). </p> <p>Bonus: <a href="https://www.facebook.com/groups/audiojobs/" target="_blank" rel="noopener noreferrer">The Audio Jobs</a> group also has opportunities for a <a href="https://l.facebook.com/l.php?u=https%3A%2F%2Flimitlessgames.com%2F2021%2F01%2F27%2Fsound-designer%2F%3Ffbclid%3DIwAR1VP63ctdFhqxcL_AEuDaLrnYxyJI6K2R-NKH51nYwzUJX_aDOGBMlzFnA&#038;h=AT0a8IAJNUk_3reXGQeLj5vkCDSQU2CL43ogoU9dKYJU9nNAUMTYul_amWp-IpfY2hiN4Sur7KGvh-Vm1lKZSHdw1gKtpCIJQS4UhsB1SVC1zFR0pE-z7i6YBVJgD7-_sw" target="_blank" rel="noopener noreferrer">Sound Designer</a> at Limitless Games (Spain). Happy job hunting!</p> </div> <hr> <strong>Highlight &#8211; sound stories this week:</strong> <br>• <a href="https://www.asoundeffect.com/featured-sound-creator-thomas-rex-beverly/" target="_blank" rel="noopener noreferrer">Meet Thomas Rex Beverly</a> &#8211; an extraordinary nature sound recordist. <br>• Go <a href="https://www.asoundeffect.com/best-sound-oscar-nominees-2021/" rel="noopener noreferrer" target="_blank">behind the sound for all the <em>Best Sound</em> Oscar nominees 2021</a> <br>• Greg Lester takes a look at why <a href="https://www.asoundeffect.com/stealth-game-sound-design/" target="_blank" rel="noopener noreferrer">carefully-crafted sound design in stealth games is so vital</a> <br>• Get the stories behind the music for the <a href="https://www.asoundeffect.com/best-original-score-oscar-nominees-2021/" target="_blank" rel="noopener noreferrer">Best Original Score Oscar nominees 2021</a> and hear the full scores <br>• Andy Hay and Bryan Parker take you behind <a href="https://www.asoundeffect.com/one-night-in-miami-sound/" target="_blank" rel="noopener noreferrer">the sound for <em>One Night in Miami</em> in this exclusive video</a> <hr> <br> <div class="note"><strong><span style="font-size: 24px;">Audio Mixer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Supernatural</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Los Angeles, CA, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>We are Supernatural! Recognized by <a href="https://time.com/collection/best-inventions-2020/5911373/within-supernatural/">TIME</a> as one of the <em>Best Inventions of 2020</em>, <a href="https://www.fastcompany.com/90547343/supernatural-innovation-by-design-2020">Fast Company’s <em>Best App</em></a>, and covered in the <a href="https://www.nytimes.com/2021/01/01/technology/confessions-of-a-virtual-reality-gym-rat.html">New York Times</a>! <a href="https://www.getsupernatural.com/?gclid=CjwKCAiA57D_BRAZEiwAZcfCxQ7rcrehRnOOOoTA6Mk0CbK54QrN9CIlt_Ejmz2JtJLUqmdHTZhN-BoCey4QAvD_BwE">Supernatural</a> is a next-generation fitness experience in VR (virtual reality) with real coaches, stunning natural environments, music from major record labels, and new workouts released every day. Available now on Oculus Quest and Quest 2. </p> <p>Developed by a team of passionate world-class experience designers, choreographers, game developers, trainers, and physical fitness experts, Supernatural is a dynamic, immersive experience that is always adapting to your needs, personalized for you &#8211; available on-demand in your home. </p> <p><strong><em>What you&#39;ll do:</em></strong><br> As an Audio Mixer, you will be responsible for preparing music files for our choreographers, creating spatial ambient landscapes for our in headset environments, and mixing trainer voice-over files over music for final delivery in headset. </p> <strong><em>The impact you&#39;ll make:</em></strong> <ul> <li>Process and prepare licensed music/audio tracks for our level design pipeline.</li> <li>Generate precise tempo track automation to sync up with music tracks.</li> <li>QC track tempo for final and in-progress game levels.</li> <li>Mix and process weekly batches of 7-10 final mixes in a consistent, high-quality manner.</li> <li>Finalize mix levels in headset and submit for final review/note pass by a creative director.</li> <li>Update and design environment ambiances as needed.</li> <li>Collaborate with the Studio team to adjust and improve sound recording/editing standards.</li> <li>Maintain, organize, and adjust audio processing plugin chains. </li> <li>Take on various tests and side projects with the team to better our offerings.</li> </ul> <strong><em>What you&#39;ll need to be successful:</em></strong> <ul> <li>Entry-level, preferred 3+ years of experience in music mixing, audio engineering, or video game audio engineering (school, internship, studio, agency or freelance)</li> <li>Strong oral and written communication skills</li> <li>An eye for detail as well as great organizational skills</li> <li>Proficiency in Izotope RX</li> <li>Proficiency in a DAW of choice ex. Logic Pro X, Pro Tools, Reaper, etc.</li> <li>Ability to deliver high-quality assets with little oversight required</li> <li>Proficient with both macOS &amp; Windows 10</li> <li>Experience thriving in a startup environment</li> </ul> <strong><em>Bonus points for:</em></strong> <ul> <li>1+ years of VR pipeline experience</li> <li>Experience mixing workout content</li> <li>Degree in Music Production, Audio Engineering, or related field</li> <li>Experience with Sound Design</li> <li>Baseline Unity experience</li> <li>Project Management (Airtable, Jira, etc.)</li> </ul> <p>This is a part time position.</p> <p><em>At Supernatural, we value diversity and always treat all employees and job applicants based on merit, qualifications, competence, and talent. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, age, marital status, veteran status, or disability status.</em></p> </p> </div> <div class="btnFix"><a class="btnJobs" href="https://www.getsupernatural.com/careers/2993225" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://twitter.com/soundbybiru/status/1372268171227373570" target="_blank" rel="noopener noreferrer">Biru Jones @soundbybiru</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Audio Lead</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Supercell Shanghai</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Shanghai, SH, China</span><br> <div class="jobDesc"><strong>Job description</strong> <p>We’re looking for a proven leader in sound design and audio production who can bring our games to life with world-class immersive soundscapes that elevate the player experience. The Audio Lead will play an important role in our Shanghai Studio as the first hire in this discipline.</p> <p>In your role, you’ll bridge collaboration between our development team, audio vendors, composers, and licensors to deliver a beautiful and unforgettable audio experience to our players. You will have significant autonomy and a high level of impact, working closely with multiple game teams in Shanghai and, when needed, supporting Helsinki game team needs – building amazing games, and creating all things audio that appears in our games.</p> <strong>Responsibilities</strong> <ul> <li>As the Audio Lead on several new games, you will establish and articulate an audio vision for those games</li> <li>Assist our game teams in creating the best sound design and music for their games, overseeing the quality of the work, and setting the bar for excellence.</li> <li>You will be responsible for the final quality of audio in our games, guiding the ideation, conception, and implementation of audio content for our games</li> <li>Integrate sound design into the development process, creating a collaborative relationship with our game teams and external partners that fosters quality and a healthy work environment</li> <li>You will build and maintain dedicated audio outsourcing partners for us, leveraging the depth of talent around our region</li> <li>Identify technical audio requirements to our engineering teams and assure they&#39;re met</li> <li>You will set up and manage sound studios, audio hardware, and equipment.</li> </ul> <strong>Requirement</strong> <ul> <li>Love for games</li> <li>A positive attitude and an ability to work on numerous projects simultaneously.</li> <li>Proven ability to compose in a wide variety of musical styles and moods.</li> <li>Proven ability to create fully-fledged sound design for games.</li> <li>Proven successful direction, management, supervision, and mentoring of internal or external audio staff.</li> <li>Ability to proactively assess the needs of the game teams.</li> <li>Expert knowledge of sound design and mixing methods and tools.</li> <li>Working knowledge of daws such as Cubase, Logic, Ableton, reaper, etc.</li> <li>Working knowledge of audio effects and virtual instruments.</li> <li>Working knowledge of audio editors and adding audio to video.</li> <li>Knowledge of various audio engines such as Fmod, Audio in unity, Wwise, and so on.</li> <li>Ability to direct voice sessions and write scripts.</li> <li>Ability to work within various technical constraints.</li> <li>Ability to compose quickly and ability to take feedback.</li> <li>Mandarin language capabilities is a plus</li> </ul> <p>Please note: Some form of &quot;demo reel&quot; &quot;credits list&quot; is required for this application. It could be game videos that feature your music and sound design, links to audio streaming services, homepage, and so on. Please include a text explaining your contributions to the works</p> <strong>About Supercell</strong><br> <p>We are a mobile game developer based in Helsinki, Finland, with offices in San Francisco, Seoul and Shanghai. Since our launch in 2010, we&#39;ve released five games globally – Hay Day, Clash of Clans, Boom Beach, Clash Royale and Brawl Stars.</p> <p>To make five games, we&#39;ve killed dozens along the way. That&#39;s because we&#39;re obsessed with quality. Our goal is to make the best games – games that are played by millions, enjoyed for years and remembered forever. To achieve this goal, we create the best possible teams and give them the freedom and independence that are core to our success.</p> <strong>About Shanghai studio</strong><br> <p>As Supercell’s first ever international game development studio, the Shanghai studio is one of the most exciting things happening in Supercell and a unique opportunity to join at a relatively early stage to help shape our path. Our vision is to be a world-class international studio, making new global hit games; whilst leveraging the unique advantages of the game development scene in China and broader Asia.</p> <strong>You might love it here&#8230;</strong><br> <p>If you love to think, talk, play and make games, Supercell is the place for you. We&#39;re made up of proactive, independent teams with the freedom to do what they think is best for their players, our games and the company at large. We know that it takes more than just independence to make great games, so we also take very good care of our people – providing them with the compensation, work environment and resources they need to succeed. <a href="https://supercell.com/en/careers/why-you-might-love-it-here/">Read More</a></p> <p><strong>This position is in Shanghai, but you&#39;re not?</strong><br>Luckily, moving to Shanghai is easier than you might think. No matter where you would be moving from, our dedicated people will help you from beginning to end. We&#39;re here to make sure the process is as smooth as possible for you, your family and whoever and whatever you&#39;re bringing along.</p> </div> <div class="btnFix"><a class="btnJobs" href="https://supercell.com/en/careers/audio-lead/633308/" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://twitter.com/SchoolGameAudio/status/1370400757036515333" target="_blank" rel="noopener noreferrer">School.VideoGameAudio.com @SchoolGameAudio</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Senior Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Epic Games</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Cary, NC, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>At the core of Epic’s success are talented, passionate people. Epic prides itself on creating a collaborative, welcoming, and creative environment. Whether it’s building award-winning games or crafting engine technology that enables others to make visually stunning interactive experiences, we’re always innovating.</p> <p>Being Epic means being a part of a team that continually strives to do right by our community and users. We’re constantly innovating to raise the bar of engine and game development.</p> <p><strong>What we do</strong><br> The audio team at Epic is tasked with creating world-class sound design that delights and compels our players. We work as part of an amazing team in a flexible and fast-paced environment to create and implement audio in an effective and efficient way to ship great games.</p> <strong>What you’ll do</strong><br> As a senior sound designer, you’ll apply your refined audio aesthetic and ear to creating audio for one of the most popular games in the world. We value ideas and the freedom to innovate with amazing audio content and technologies.<br><br> <strong>In this role, you will</strong> <ul> <li>Engage with a world-class team to create amazing audio and gaming experiences.</li> <li>Help to raise the quality level of audio in Epic game titles and technologies.</li> <li>Push the development of audio features and for future Unreal audio engine development.</li> </ul> <strong>What are the skills and knowledge the ideal candidate in this role will have?</strong> <ul> <li>Expert knowledge of sound design and mixing methods and tools.</li> <li>Extensive audio engineering and DAW skills and knowledge.</li> <li>Strong self-management and organization skills and ability to work independently.</li> <li>Experience with Unreal or Unity editors, including scripting, level editor, animation and linear editors.</li> <li>Experience with audio toolsets/middleware and implementation of audio assets into game builds.</li> <li>Mixing and mastering multitrack audio for use in linear or interactive contexts.</li> <li>Able to collaborate with diverse teams and disciplines to create amazing audio.</li> <li>Ability to design and implement audio scripting to achieve desired in-game audio features and dynamic playback.</li> <li>Troubleshooting audio issues and ability to optimize assets to meet memory budget and performance requirements across multiple platforms.</li> </ul> <strong>What we’re looking for</strong> <ul> <li>Must have shipped at least two AAA titles and have 3 years as part of an audio team.</li> <li>Excellent knowledge and understanding of the video game development process.</li> <li>Must have experience with field recording.</li> <li>Must have experience creating audio for linear media.</li> <li>Must be a game player- should be able to talk about and deconstruct other current games’ audio quality and implementation.</li> <li>Someone who is user-focused, passionate, scrappy, solutions-focused, and innovative. These traits equal success at Epic and influence everything we do. </li> </ul> <strong>Nice to have skills</strong> <ul> <li>Musical composition or production experience.</li> <li>Programming or scripting (Python, Lua) experience.</li> <li>VO recording and mastering skills.</li> </ul> <p><em>Please note: A demo reel is required for this application. It should be Audio Jobs Associate Podcast Producer Audio Director Audio Engineer Audio Engineer Internship Audio Lead Audio Mixer Audio Programming Engineer Director of Audio Head of Music Senior Audio Producer Senior Audio Programmer Senior Sound Designer Senior Technical Audio Designer Sound Designer Sound Engineer Technical Sound Designer Adriane Kuzminski Careers In Audio 2021 – An EIPMA Event https://resurface.audio/careers-in-audio-2021-an-eipma-event/ Page Array – Resurface urn:uuid:9e486bc6-86a9-64dc-4e16-849eda0aa557 Mon, 15 Mar 2021 12:40:02 +0100 <p>20 March 2021 sees some of the audio industry's leading practitioners host an online event exploring the many and varied careers in audio.</p> <p>The post <a rel="nofollow" href="https://resurface.audio/careers-in-audio-2021-an-eipma-event/">Careers In Audio 2021 &#8211; An EIPMA Event</a> appeared first on <a rel="nofollow" href="https://resurface.audio">Resurface</a>.</p> <div style="height:114px" aria-hidden="true" class="wp-block-spacer"></div> <p>This Saturday (20th March 2021) will see some of the audio industry&#8217;s leading practitioners host an online event designed to introduce and demystify the many and varied careers in audio.</p> <p>Created and hosted by <strong>EIPMA</strong> (Entertainment Industry Professionals Mentoring Alliance), <em>Careers In Audio 2021</em> provides a platform for a group of the industry&#8217;s most successful individuals to answer the age-old question: </p> <blockquote class="wp-block-quote"><p><em>What is it that you do?</em></p></blockquote> <p> In so doing, EIPMA aims to educate, enable and inspire those with a talent and an interest in sound to pursue their passion, showcasing career options in the fields of:</p> <p></p> <ul><li>Production Mixing</li><li>Sound Supervision/Sound Design</li><li>Scoring Mixing</li><li>Re-recording Mixing</li><li>Live Sound Mixing</li><li>Mastering</li><li>Technical/Manufacturing</li></ul> <div style="height:85px" aria-hidden="true" class="wp-block-spacer"></div> <h2>Careers in Audio 2021 Registration</h2> <p>Careers In Audio 2021 is free to attend and takes place online on Saturday 20th March 2021 at the following local times:</p> <table class="wp-block-table"><tbody><tr><td>11:00 AM &#8211; 1:00 PM</td><td>US Pacific</td></tr><tr><td>12:00 AM &#8211; 2:00 PM</td><td>US Mountain</td></tr><tr><td>1:00 PM &#8211; 3:00 PM</td><td>US Central</td></tr><tr><td>2:00 AM &#8211; 4:00 PM</td><td>US Eastern</td></tr><tr><td>7:00 PM &#8211; 9:00 PM</td><td>BST</td></tr></tbody></table> <div style="height:20px" aria-hidden="true" class="wp-block-spacer"></div> <div class="wp-block-button aligncenter is-style-outline"><a class="wp-block-button__link" href="https://ev3.perigonlive.com/7-evta8bf94916bf04bf9bdce5f3bb71ba50f">CLICK HERE TO REGISTER</a></div> <div style="height:76px" aria-hidden="true" class="wp-block-spacer"></div> <h2>Stellar Speakers</h2> <div class="wp-block-image"><figure class="alignleft is-resized"><img src="https://resurface.audio/wp-content/uploads/Marcos-Contreras-1.jpeg" alt="careers in audio" class="wp-image-15499" width="200" height="200" srcset="https://resurface.audio/wp-content/uploads/Marcos-Contreras-1.jpeg 1024w, https://resurface.audio/wp-content/uploads/Marcos-Contreras-1-150x150.jpeg 150w, https://resurface.audio/wp-content/uploads/Marcos-Contreras-1-300x300.jpeg 300w, https://resurface.audio/wp-content/uploads/Marcos-Contreras-1-768x768.jpeg 768w, https://resurface.audio/wp-content/uploads/Marcos-Contreras-1-100x100.jpeg 100w, https://resurface.audio/wp-content/uploads/Marcos-Contreras-1-610x610.jpeg 610w, https://resurface.audio/wp-content/uploads/Marcos-Contreras-1-600x600.jpeg 600w" sizes="(max-width: 200px) 85vw, 200px" /></figure></div> <p><strong>Marcos Contreras CAS</strong> was born and raised in Puerto Rico and has&nbsp;been living and working as a production sound mixer in Los Angeles for more than a decade, finding success in the reality and unscripted world. His credits&nbsp;include the show <em>The Real&nbsp;Housewives of Potomac</em> and <em>Shahs of Sunset</em> for&nbsp;Bravo and <em>Singapore Social</em> and <em>Made in&nbsp;Mexico</em>&nbsp;for Netflix. Most recently he was the sound mixer on the revival of <em>Reno911</em>.&nbsp;</p> <div class="wp-block-image"><figure class="alignright is-resized"><img src="https://resurface.audio/wp-content/uploads/Greg-Hedgepath.jpeg" alt="careers in audio" class="wp-image-15498" width="200" height="200" srcset="https://resurface.audio/wp-content/uploads/Greg-Hedgepath.jpeg 1024w, https://resurface.audio/wp-content/uploads/Greg-Hedgepath-150x150.jpeg 150w, https://resurface.audio/wp-content/uploads/Greg-Hedgepath-300x300.jpeg 300w, https://resurface.audio/wp-content/uploads/Greg-Hedgepath-768x768.jpeg 768w, https://resurface.audio/wp-content/uploads/Greg-Hedgepath-100x100.jpeg 100w, https://resurface.audio/wp-content/uploads/Greg-Hedgepath-610x610.jpeg 610w, https://resurface.audio/wp-content/uploads/Greg-Hedgepath-600x600.jpeg 600w" sizes="(max-width: 200px) 85vw, 200px" /></figure></div> <p><strong>Greg Hedgepath</strong> works as a supervising sound editor at Warner Brothers Studios in&nbsp;Burbank. Greg&#8217;s formative years in the industry included spells at Skywalker Ranch and Sony Pictures. After Sony Greg became an&nbsp;independent Sound Supervisor and&nbsp;Sound Designer. He created the sound for the tornados in <em>Twister</em>, was a&nbsp;sound designer&nbsp;on the Academy Award winner <em>Speed</em>, and has worked on over 90 films including <em>Frozen,&nbsp;The Incredible Hulk,&nbsp;The Hunger Games </em>and <em>Selma</em>.&nbsp;&nbsp;</p> <div class="wp-block-image"><figure class="alignleft is-resized"><img src="https://resurface.audio/wp-content/uploads/Alan-Meyerson.jpeg" alt="careers in audio" class="wp-image-15497" width="200" height="200" srcset="https://resurface.audio/wp-content/uploads/Alan-Meyerson.jpeg 1024w, https://resurface.audio/wp-content/uploads/Alan-Meyerson-150x150.jpeg 150w, https://resurface.audio/wp-content/uploads/Alan-Meyerson-300x300.jpeg 300w, https://resurface.audio/wp-content/uploads/Alan-Meyerson-768x768.jpeg 768w, https://resurface.audio/wp-content/uploads/Alan-Meyerson-100x100.jpeg 100w, https://resurface.audio/wp-content/uploads/Alan-Meyerson-610x610.jpeg 610w, https://resurface.audio/wp-content/uploads/Alan-Meyerson-600x600.jpeg 600w" sizes="(max-width: 200px) 85vw, 200px" /></figure></div> <p>Recording engineer/mixer/producer <strong>Alan Meyerson CAS </strong>has spent most of his career since 1994&nbsp;recording and mixing scores&nbsp;and soundtracks for motion&nbsp;pictures, television, and video games.&nbsp; Alan has worked extensively with James Newton Howard, Harry Gregson&nbsp;Williams, John Powell,&nbsp;Kris Bowers, Daft Punk,&nbsp;Danny Elfman, and many others; enjoying a long-standing&nbsp;relationship with Hans Zimmer with whom he’s done over&nbsp;100 movies.</p> <div class="wp-block-image"><figure class="alignright is-resized"><img src="https://resurface.audio/wp-content/uploads/Sherry-Klein.jpeg" alt="careers in audio" class="wp-image-15496" width="200" height="200" srcset="https://resurface.audio/wp-content/uploads/Sherry-Klein.jpeg 830w, https://resurface.audio/wp-content/uploads/Sherry-Klein-150x150.jpeg 150w, https://resurface.audio/wp-content/uploads/Sherry-Klein-300x300.jpeg 300w, https://resurface.audio/wp-content/uploads/Sherry-Klein-768x768.jpeg 768w, https://resurface.audio/wp-content/uploads/Sherry-Klein-100x100.jpeg 100w, https://resurface.audio/wp-content/uploads/Sherry-Klein-610x610.jpeg 610w, https://resurface.audio/wp-content/uploads/Sherry-Klein-600x600.jpeg 600w" sizes="(max-width: 200px) 85vw, 200px" /></figure></div> <p><strong>Sherry Klein CAS</strong> is a Post Production Re-Recording Mixer for Television and Film. She is currently living in Los Angeles, Ca. working with Smart Post Sound.&nbsp;Some of her credits include <em>New Amsterdam, Queen of the South, Burn Notice, Sons of Anarchy, </em>and <em>The Shield</em>. Sherry is on the Board of Directors&nbsp;for both the Cinema Audio Society (CAS) and the Entertainment Industry Professionals Mentoring Alliance (EIPMA).. She is also the Chairperson of the&nbsp;CAS Student Recognition Award ( SRA).</p> <div class="wp-block-image"><figure class="alignleft is-resized"><img src="https://resurface.audio/wp-content/uploads/Michelle-Sabolchick-Pettinato.jpg" alt="careers in audio" class="wp-image-15501" width="200" height="200" srcset="https://resurface.audio/wp-content/uploads/Michelle-Sabolchick-Pettinato.jpg 1004w, https://resurface.audio/wp-content/uploads/Michelle-Sabolchick-Pettinato-150x150.jpg 150w, https://resurface.audio/wp-content/uploads/Michelle-Sabolchick-Pettinato-300x300.jpg 300w, https://resurface.audio/wp-content/uploads/Michelle-Sabolchick-Pettinato-768x768.jpg 768w, https://resurface.audio/wp-content/uploads/Michelle-Sabolchick-Pettinato-100x100.jpg 100w, https://resurface.audio/wp-content/uploads/Michelle-Sabolchick-Pettinato-610x610.jpg 610w, https://resurface.audio/wp-content/uploads/Michelle-Sabolchick-Pettinato-600x600.jpg 600w" sizes="(max-width: 200px) 85vw, 200px" /></figure></div> <p><strong>Michelle Sabolchick Pettinato</strong> is a professional&nbsp;concert sound engineer. For the past 30 years she&nbsp;has traveled the world working with artists like Gwen&nbsp;Stefani, Adam Lambert, Kesha, Goo Goo Dolls, Styx,&nbsp;Elvis Costello and many more. She is Co-Founder of&nbsp;Soundgirls.org and a Full Sail Hall of Fame&nbsp;inductee.&nbsp;In 2019 Michelle created MixingMusicLive.com to&nbsp;continue sharing her knowledge and expertise with&nbsp;aspiring sound engineers, musicians, and&nbsp;producers.</p> <div class="wp-block-image"><figure class="alignright is-resized"><img src="https://resurface.audio/wp-content/uploads/Jett-Galindo.jpeg" alt="careers in audio" class="wp-image-15494" width="200" height="200" srcset="https://resurface.audio/wp-content/uploads/Jett-Galindo.jpeg 1024w, https://resurface.audio/wp-content/uploads/Jett-Galindo-150x150.jpeg 150w, https://resurface.audio/wp-content/uploads/Jett-Galindo-300x300.jpeg 300w, https://resurface.audio/wp-content/uploads/Jett-Galindo-768x768.jpeg 768w, https://resurface.audio/wp-content/uploads/Jett-Galindo-100x100.jpeg 100w, https://resurface.audio/wp-content/uploads/Jett-Galindo-610x610.jpeg 610w, https://resurface.audio/wp-content/uploads/Jett-Galindo-600x600.jpeg 600w" sizes="(max-width: 200px) 85vw, 200px" /></figure></div> <p>Los Angeles-based mastering engineer and vinyl cutter, <strong>Jett Galindo</strong> of&nbsp;The Bakery, has worked&nbsp;on albums spanning a wide&nbsp;array of genres and artists including Haley Reinhart, the <em>La La Land</em> OST,&nbsp;Barbra Streisand and the Jaded Hearts Club.&nbsp;After graduating&nbsp;from Berklee College of Music, Jett joined the famed Mastering Lab in 2013 as the sole&nbsp;right-hand woman to pioneer mastering engineer&nbsp;Doug Sax. Jett also serves as a&nbsp;contributing writer for various trade&nbsp;publications and organizations (iZotope’sLEARNportal, WomeninSound, SoundGirls).&nbsp;</p> <div class="wp-block-image"><figure class="alignleft is-resized"><img src="https://resurface.audio/wp-content/uploads/Lauren-Johnson.jpeg" alt="careers in audio" class="wp-image-15493" width="200" height="200" srcset="https://resurface.audio/wp-content/uploads/Lauren-Johnson.jpeg 820w, https://resurface.audio/wp-content/uploads/Lauren-Johnson-150x150.jpeg 150w, https://resurface.audio/wp-content/uploads/Lauren-Johnson-300x300.jpeg 300w, https://resurface.audio/wp-content/uploads/Lauren-Johnson-768x768.jpeg 768w, https://resurface.audio/wp-content/uploads/Lauren-Johnson-100x100.jpeg 100w, https://resurface.audio/wp-content/uploads/Lauren-Johnson-610x610.jpeg 610w, https://resurface.audio/wp-content/uploads/Lauren-Johnson-600x600.jpeg 600w" sizes="(max-width: 200px) 85vw, 200px" /></figure></div> <p><strong>Lauren Johnson</strong> is an all-too-rare woman in a technical field. She has worked in post production houses such as the Fox Theatrical Editorial Department, as an Audio Systems Maintenace Engineer at Margarita Mix Hollywood, a Pro Audio Solutions Specialist at Avid and currently as a Post Production Sound Engineer at Walt Disney Studios. She is also on the Board of EIPMA (Entertainment Industry Professionals Mentoring Alliance) and a member of the Cinema Audio Society. She has an extensive technical background in post production and music recording/mixing workflows and is passionate about mentorship and education.</p> <div class="wp-block-image"><figure class="alignright is-resized"><img src="https://resurface.audio/wp-content/uploads/Karol-Urban.jpeg" alt="careers in audio" class="wp-image-15492" width="200" height="200" srcset="https://resurface.audio/wp-content/uploads/Karol-Urban.jpeg 1024w, https://resurface.audio/wp-content/uploads/Karol-Urban-150x150.jpeg 150w, https://resurface.audio/wp-content/uploads/Karol-Urban-300x300.jpeg 300w, https://resurface.audio/wp-content/uploads/Karol-Urban-768x768.jpeg 768w, https://resurface.audio/wp-content/uploads/Karol-Urban-100x100.jpeg 100w, https://resurface.audio/wp-content/uploads/Karol-Urban-610x610.jpeg 610w, https://resurface.audio/wp-content/uploads/Karol-Urban-600x600.jpeg 600w" sizes="(max-width: 200px) 85vw, 200px" /></figure></div> <p><strong>Karol Urban CAS, MPSE, NATAS</strong> has worked alongside&nbsp;directors and producers as a re-recording mixer for television and feature&nbsp;films since 1999. She&nbsp;describes her job as &#8220;playing mind games with&nbsp;sound.&#8221; As a perpetual student of her craft, she enjoys exploring the&nbsp;power sound has to immersive the&nbsp;viewer in the narrative. Karol is an involved member of her&nbsp;community having served on the Television Academy&#8217;s Governor&#8217;s Peer Group for&nbsp;Sound Mixing, organized events for&nbsp;The LA Sound Group, and served as a blue&nbsp;ribbon panel judge for the Motion Picture Sound Editors Golden Reels. Karol&nbsp;acted as content editor of the&nbsp;CAS Quarterly and served as a board member for&nbsp;the Cinema Audio Society before being elected as President of the organization&nbsp;in 2019.</p> <div class="wp-block-image"><figure class="alignleft is-resized"><img src="https://resurface.audio/wp-content/uploads/Bernard-Weiser.jpeg" alt="careers in audio" class="wp-image-15491" width="200" height="200" srcset="https://resurface.audio/wp-content/uploads/Bernard-Weiser.jpeg 474w, https://resurface.audio/wp-content/uploads/Bernard-Weiser-150x150.jpeg 150w, https://resurface.audio/wp-content/uploads/Bernard-Weiser-300x300.jpeg 300w, https://resurface.audio/wp-content/uploads/Bernard-Weiser-100x100.jpeg 100w" sizes="(max-width: 200px) 85vw, 200px" /></figure></div> <p><strong>Bernard Weiser MPSE</strong> is a professional sound supervisor / editor / designer who has worked in&nbsp;Hollywood for the last 36 years. His passion, commitment and&nbsp;expertise have earned him&nbsp;a reputation as highly regarded and much in demand. As a result, he has worked on over&nbsp;135 feature films including&nbsp;Steven&nbsp;Spielberg’s&nbsp;<em>Schindler&#8217;s List</em> and <em>The Hurt Locker</em>, earning Emmy nominations for&nbsp;<em>Deadwood </em>and <em>True Detective</em>. Bernard is President of the Entertainment&nbsp;Industry Professionals Mentoring&nbsp;Alliance, Vice-President of the Motion Picture Sound Editors, and teaches&nbsp;Sound Design at&nbsp;UCLA’s School of Theater,&nbsp;Film &amp; Television’s Graduate Program.&nbsp;</p> <div style="height:100px" aria-hidden="true" class="wp-block-spacer"></div> <h2>What is EIPMA?</h2> <p>The Entertainment Industry Professionals Mentorship Alliance (EIPMA) provides expert guidance to young people seeking meaningful and productive careers in the entertainment industry. </p> <p>EIPMA is a coalition of trade groups and professional organizations involved in an array of behind-the-scenes art, craft and technology roles that support the magic of movies, television shows, and other media. Their goal is to ensure the continued health and progress of the industry by nurturing its next generation of talent.</p> <p><br>Drawing on the deep experience of their membership members, EIPMA acts as a source for career information and counseling through public events, school programs, media outreach and direct mentorship. </p> <p>EIPMA believes in diversity and is committed to assisting individuals across all races, creeds and economic circumstances. Their goal is to serve as a bridge, linking highly-accomplished, working professionals with those aspiring to follow in their footsteps.</p> <div style="height:214px" aria-hidden="true" class="wp-block-spacer"></div> <span class="rad_rapidology_bottom_trigger"></span><p>The post <a rel="nofollow" href="https://resurface.audio/careers-in-audio-2021-an-eipma-event/">Careers In Audio 2021 &#8211; An EIPMA Event</a> appeared first on <a rel="nofollow" href="https://resurface.audio">Resurface</a>.</p> News Ben Nemes 162 – The Sound of Metal https://tonebenderspodcast.com/162-the-sound-of-metal/ TonebendersPodcast.com urn:uuid:3628179d-d72d-2c33-ebf3-bf59451c4be3 Fri, 12 Mar 2021 13:46:59 +0100 Supervising Sound Editor Nicolas Becker, Foley Artist Heikki Kossi and Re-recording Mixer Jaime Baksht join us for a talk about their work on the amazing&#8230; Case Study episodes Interview Uncategorized Timothy Muirhead 24 great new audio jobs at Disney, Apple, Microsoft, AVID, Adobe, Ableton, Hypixel Studios, Virtuos, Limitless, Supreme Team, Pixaera, Avataris, Belkin, iHeartMedia, PlayStation UK, Noiseworks, CIG, Blizzard, Raven Software, University of the Arts Helsink https://soundlister.com/24-great-new-audio-jobs-at-disney-apple-microsoft-avid-adobe-ableton-hypixel-studios-virtuos-limitless-supreme-team-pixaera-avataris-belkin-iheartmedia-playstation-uk-noiseworks-cig-b/ Soundlister.com urn:uuid:ae1c28fc-97d7-69d3-f052-a1b4e275bbc2 Fri, 12 Mar 2021 10:14:20 +0100 <p><img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" />Wanted: Senior Sound Designer, Sound Designer, Senior Audio Designer, Consulting Product Manager (Professional Audio Systems), Audio Engineer, Freelance Sound Designer, Sound &#038; Music Designer, Media Production Manager, Hardware QA Engineer, Senior Product Manager of Audio, Podcast Producer, Audio Operator, Lead Sound Designer, Junior Sound Designer, Audio Technical Assistant, Audio Designer, Lecturer in Music Technology, Contract Senior Sound Designer, Contract Music Editor, and Contract Technical Music Designer, Junior Technical Sound Designer, Senior Experience Designer – Audio Tools</p> <p>The post <a rel="nofollow" href="https://soundlister.com/24-great-new-audio-jobs-at-disney-apple-microsoft-avid-adobe-ableton-hypixel-studios-virtuos-limitless-supreme-team-pixaera-avataris-belkin-iheartmedia-playstation-uk-noiseworks-cig-b/">24 great new audio jobs at Disney, Apple, Microsoft, AVID, Adobe, Ableton, Hypixel Studios, Virtuos, Limitless, Supreme Team, Pixaera, Avataris, Belkin, iHeartMedia, PlayStation UK, Noiseworks, CIG, Blizzard, Raven Software, University of the Arts Helsinki, and ArenaNet</a> appeared first on <a rel="nofollow" href="https://soundlister.com">Soundlister.com</a>.</p> <img width="600" height="314" src="https://soundlister.com/wp-content/uploads/2020/05/audiojobs_20_b-600x314.jpg" class="attachment-large size-large wp-post-image" alt="Audio jobs by Soundlister" loading="lazy" style="float:left; margin:0 15px 15px 0;" /><div style="padding-bottom: 40px;"> <div class="frm_forms with_frm_style frm_style_job-submission-style" id="frm_form_21_container" > <form enctype="multipart/form-data" method="post" class="frm-show-form frm_pro_form " id="form_frd89" > <div class="frm_form_fields "> <fieldset> <legend class="frm_hidden">Job Subscription</legend> <div class="frm_fields_container"> <input type="hidden" name="frm_action" value="create" /> <input type="hidden" name="form_id" value="21" /> <input type="hidden" name="frm_hide_fields_21" id="frm_hide_fields_21" value="" /> <input type="hidden" name="form_key" value="frd89" /> <input type="hidden" name="item_meta[0]" value="" /> <input type="hidden" id="frm_submit_entry_21" name="frm_submit_entry_21" value="2afbe70279" /><input type="hidden" name="_wp_http_referer" value="/feed/" /><label for="frm_verify_21" class="frm_screen_reader frm_hidden">If you are human, leave this field blank.</label> <input type="text" class="frm_hidden frm_verify" id="frm_verify_21" name="frm_verify" value="" /> <p><center></p> <div id="frm_field_272_container" class="frm_form_field frm_html_container form-field"><center></p> <h3>Get exciting new audio job opportunities delivered straight to your inbox</h3> <p></center></div> <p></center></p> <div id="frm_field_271_container" class="frm_form_field form-field frm_none_container frm_first frm_half"> <label for="field_adbxe" class="frm_primary_label">Email Address <span class="frm_required"></span> </label> <input type="email" id="field_adbxe" name="item_meta[271]" value="" placeholder="Enter email address" data-invmsg="Email Address is invalid" /> </div> <input type="hidden" name="item_key" value="" /> <div class="frm_submit frm_half"> <input type="submit" value="Subscribe" class="frm_final_submit" /> <img class="frm_ajax_loading" src="https://soundlister.com/wp-content/plugins/formidable/images/ajax_loader.gif" alt="Sending"/> </div></div> </fieldset> </div> </form> </div> </div> <div style="padding-bottom: 20px;"><p>We came across interesting new jobs at Hypixel Studios, Virtuos, Microsoft, and AVID &#8211; and they&#8217;re looking for a Senior Sound Designer (Remote), Sound Designer (SH, China), Senior Audio Designer (CA, US), and Consulting Product Manager (Professional Audio Systems) (Remote).</p> <p>We also found openings for an <a href="https://www.simplyhired.com/job/cAqGP467dafndRh36HT7v2PQPAqRh0sxh33znJaj8RBmSdLmkY5gVA?tk=1f0f8ulupsa1s800&#038;tkt=serp&#038;isp=0&#038;q=sound+designer" target="_blank" rel="noopener noreferrer">Audio Engineer</a> at Supreme Team (Remote), <a href="https://discord.com/channels/743023892003684382/743030779591786537/818722336730775572" target="_blank" rel="noopener noreferrer">Freelance Sound Designer</a> at Pixaera (Remote), <a href="https://talent.hubstaff.com/jobs/sound-music-designer?utm_source=jooble&#038;utm_medium=cpc&#038;utm_campaign=jooble&#038;fbclid=IwAR1JggbhbKtWI1xeEVbPr1Zyg-OQpnYxoPKBkje4K3AoUU236__OH55pJSg" target="_blank" rel="noopener noreferrer">Sound &#038; Music Designer</a> at Avataris (Austria), <a href="https://jobs.apple.com/en-us/details/200202306/media-production-manager" target="_blank" rel="noopener noreferrer">Media Production Manager</a> at Apple (CA, US), <a href="https://l.facebook.com/l.php?u=https%3A%2F%2Fwww.ableton.com%2Fen%2Fjobs%2Fapply%2F312463%2F%3Ffbclid%3DIwAR0yZKX6snh1icfa8NG5QB1OPx-tMY3JGxXWWHHXMI3RMJwcuQVTnZKxUEQ&#038;h=AT1Er7fMSFDINZB6uvhe7_oxw8padrEHusgvLNSZa-7coiynUIcjbblL71kiy3_ymI57y2Irv01RnfmyaLiGddhq6gWnhp7tcUeZKMn64vmQ77NAkR_807W0LEg4iG9JSYIRra6YPIG2FNiQfA" target="_blank" rel="noopener noreferrer">Hardware QA Engineer</a> at Ableton (Germany), <a href="https://belkin.wd5.myworkdayjobs.com/Belkin_Careers/job/Playa-Vista/Senior-Product-Manager--Audio_10009676?fbclid=IwAR3K8z0SbgXZ44rPGL9ObB6JfF7t08limNcEOv2HF7uzlBFS6VuNPtq5mbA" target="_blank" rel="noopener noreferrer">Senior Product Manager, Audio</a> at Belkin (CA, US), <a href="https://iheartmedia.wd5.myworkdayjobs.com/en-US/External_iHM/job/Virtual-CA/Podcast-Producer_Req23125?source=Linkedin&#038;fbclid=IwAR1iKAmmrwpqOWnud0zRaQCrmPScyQi-MrQBwAlslL714VpZ2nTtEt9fP6A" target="_blank" rel="noopener noreferrer">Podcast Producer</a> at iHeartMedia (CA, US), <a href="https://www.linkedin.com/jobs/view/2436737285" target="_blank" rel="noopener noreferrer">Audio Operator</a> at Disney (CT, US), <a href="https://careers.blizzard.com/global/en/job/R005564/Audio-Technical-Assistant-Blizzard-Sound-Temp" target="_blank" rel="noopener noreferrer">Audio Technical Assistant</a> at Blizzard (CA, US), <a href="https://careers.activision.com/job/R004074/Audio-Designer" target="_blank" rel="noopener noreferrer">Audio Designer</a> at Raven Software (WI, US), <a href="https://twitter.com/SMahlamaki/status/1369273748587753472" target="_blank" rel="noopener noreferrer">Lecturer in Music Technology</a> at University of the Arts Helsinki (Finland), and <a href="https://gamejobs.co/Senior-Sound-Designer-Contract-at-ArenaNet" target="_blank" rel="noopener noreferrer">Contract Senior Sound Designer</a> at ArenaNet (WA, US).</p> <p>Bonus: <a href="https://www.facebook.com/groups/audiojobs/" target="_blank" rel="noopener noreferrer">The Audio Jobs</a> group also has opportunities for a <a href="https://www.facebook.com/groups/audiojobs/permalink/858498458214910/" target="_blank" rel="noopener noreferrer">Lead Sound Designer</a> at PlayStation UK (England), <a href="https://www.facebook.com/groups/audiojobs/permalink/859168108147945/" rel="noopener noreferrer" target="_blank">Senior Experience Designer &#8211; Audio Tools</a> at Adobe (San Francisco, Seattle, San Jose, or New York, US), <a href="https://www.facebook.com/groups/audiojobs/permalink/857623798302376/" rel="noopener noreferrer" target="_blank">Senior Sound Designer</a> at Limitless Games (Spain), <a href="https://www.facebook.com/groups/audiojobs/permalink/859217268143029/" rel="noopener noreferrer" target="_blank">Junior Sound Designer, and a Junior Technical Sound Designer</a> at Cloud Imperium Games (England) <a href="http://thenoiseworks.com/jobs/-" target="_blank" rel="noopener noreferrer">Junior Sound Designer</a> at Noiseworks (England). Happy job hunting!</p> </div> <hr> <strong>Highlight &#8211; sound stories this week:</strong><br> • Exclusive video: <a href="https://www.asoundeffect.com/one-night-in-miami-sound/" rel="noopener noreferrer" target="_blank">Behind the powerful sound of <em>One Night in Miami</em> – with Andy Hay and Bryan Parker</a><br> • How the sound team crafted the sounds of conflict and comedy for <a href="https://www.asoundeffect.com/lego-marvel-avengers-sound/" target="_blank" rel="noopener noreferrer"><em>Lego Marvel Avengers: Climate Conundrum</em></a><br> • Audio Lead Joe Thwaites highlights the catchy theme tune for <a href="https://www.asoundeffect.com/sackboy-a-big-adventure-music/" target="_blank" rel="noopener noreferrer"><em>Sackboy: A Big Adventure</em></a><br> • Happy International Women&#8217;s Day! Meet some of the <a href="https://www.asoundeffect.com/international-womens-day-sound-2021/" target="_blank" rel="noopener noreferrer">talented women in sound</a><br> • How Barney Oram created his excellent <a href="https://www.asoundeffect.com/barney-oram-western-black-powder-guns-sound-effects-library/" target="_blank" rel="noopener noreferrer">Western Black Powder Guns sound effects library</a><br> <hr> <br> <div class="note"><strong><span style="font-size: 24px;">Senior Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Hypixel Studios</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Remote</span><br> <div class="jobDesc"><strong>Job description</strong> <p><p>We are looking for a Senior Sound Designer to join our team, which collaborates remotely from around the world. Our members range from industry newcomers to veterans with 15+ years of experience. Team members come from a diverse set of backgrounds, but share a common passion for building polished player-focused, community-powered games.</p> <p>At Hypixel Studios we are looking for applicants that are demonstrably passionate about their hobbies, have the drive and commitment to deliver results with minimal supervision, have international-level professional competency in their skill sets, and can demonstrate involvement with other interesting projects throughout their lives.</p> <p>As a new member of our audio team you will be responsible for creating audio concepts, designing quality sound effects, and implementing assets in Wwise (and our in-house Game Engine). You will be continuously communicating with game developers and fellow audio team members to ensure our players are having the best experience while enjoying our games. </p> <strong>Who You Are</strong> <ul> <li>You are driven by discovering solutions to unique problems, and creating complex soundscapes from many different angles </li> <li>You thrive when learning, building, and teaching. Helping solve a difficult problem and then using that knowledge to help the team or pipeline is highly rewarding.</li> <li>You are an excellent communicator. You love to give feedback on work in progress, and you love to teach your co-workers and the community new work methods and efficiencies.</li> <li>You can successfully manage relationships with other teams and help them get the most out of working with Sound Design.</li> </ul> <strong>Desired Traits</strong> <ul> <li>5 Years of experience in audio for games </li> <li>Experience with recording (both studio and field recording techniques), signal flow, processing, and mixing;</li> <li>Wwise knowledge, audio post process plugins, mastering, performance optimization knowledge;</li> <li>Extensive knowledge of DAW tools (e.g. Reaper, Pro Tools);</li> <li>Experience championing the goals set with the Audio Director</li> <li>Ability to implement simple, and efficient solutions to complex, and unique problems</li> <li>Understanding of the technical constraints regarding audio implementation</li> </ul> <strong>Bonus Traits</strong> <ul> <li>Experience with scripting languages</li> <li>Very good debugging skills</li> <li>Passionate about audio in games</li> <li>Experience working on shipped titles</li> </ul> <p>Please note, a relevant showreel of your audio work is required; </p> <strong>We can offer:</strong> <ul> <li>A chance to work on a new game project with an extremely motivated team.</li> <li>Opportunities to learn and grow personally and professionally.</li> <li>A stable and secure work environment.</li> <li>The ability to work remotely.</li> </ul> </p> </div> <div class="btnFix"><a class="btnJobs" href="https://hytale.com/jobs/4405317003" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://twitter.com/kjfsound/status/1369376525028560905" target="_blank" rel="noopener noreferrer">Kieran Fitzpatrick @kjfsound</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Sound Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Virtuos</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Shanghai, SH, China</span><br> <div class="jobDesc"><strong>Job description</strong> <p><p><strong>PLAY, GROW and WIN:</strong> To be a part of Virtuos means to be a creator and aim at excellence.</p> <p>At Virtuos, we harness the latest technologies to make video games better and more immersive than ever before. That is why we pride ourselves in constantly pushing the boundaries of possibility since our founding in 2004.</p> <p>Virtuosi are a team of experts – people who have come together to share their mutual passion for producing high-quality games. People who share the same enthusiasm in exploring new ideas and the constant drive to excel in their field. People who believe in earning success through dedication.</p> <p>As a group, Virtuos has become a recognized leader in its field, has been growing faster than its peers have in recent years, and is pursuing an aggressive global expansion strategy. To this end, we are seeking an experienced Sound Designer who can join our team and help pave the way towards our new goals.</p> <p><strong>Location:</strong> China, Shanghai</p> <p><strong>Department:</strong> Sound</p> <strong>Responsibilities:</strong> <ul> <li>Conceptualize, schedule, design, and produce high quality audio assets in accordance with the requirement of the projects.</li> <li>Record and create the audio sample according to the requirement of the projects</li> <li>Optimize the audio post-production to meet the requirement of the projects</li> <li>Work with team members to integrate and adjust the audio assets</li> <li>为项目提供设计方案,包括音频技术方案与日程表</li> <li>根据项目要求进行样本录音与创作</li> <li>根据项目要求进行音频数据后期处理优化</li> <li>与项目中其他成员协作将音频数据整合并调整至最佳表现状态</li> </ul> <strong>Qualifications:</strong> <ul> <li>Professional quality audio production and all related acoustics technologies</li> <li>Passionate about game development</li> <li>Mastered the audio software, e.g. Sound Miner, Avid ProTools</li> <li>Team player, Good communication skill</li> <li>1 year sound design experience in game industry preferred</li> <li>Good English ability preferred</li> <li>具备声学与音频制作知识;对游戏开发有兴趣和热情</li> <li>了解并能熟练使用专业音频软件,例如:Sound Miner,Avid ProTools。</li> <li>善于沟通,团队工作协作能力强</li> <li>有较好的英语听说读写能力者优先</li> <li>1年以上的游戏声音设计经验 </li> <li>有游戏音频设计开发经验者优先</li> </ul> </p> </div> <div class="btnFix"><a class="btnJobs" href="https://www.linkedin.com/jobs/view/2438173523/" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://www.linkedin.com/jobs/" target="_blank" rel="noopener noreferrer">LinkedIn Jobs</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Senior Audio Designer</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> Microsoft</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Sunnyvale, CA, US</span><br> <div class="jobDesc"><strong>Job description</strong> <p>At Microsoft our mission is to empower every person and organization on the planet to achieve more. The M365 Core product design team is creating AI-powered experiences that help people achieve more with less effort. </p> <p>We are designing Search, Assistant and Intelligence-driven experiences via an ongoing conversation with our customers, building a relationship where we work to understand them and earn their trust through transparency and respect. </p> <p>We are looking for a passionate, Senior Audio Designer who can help to shape how we use AI and voice output to create voice-driven experiences that our customers love.<br>Artificial intelligence is changing everything about the ways we design and build products and experiences. Our team embraces the uncertainty and variability of non-deterministic systems, approaching the design of intelligence-driven experiences with curiosity and humility. We strive to create experiences that adapt gracefully and rapidly to the ever-changing unarticulated needs of our customers. </p> <strong>Responsibilities</strong> <ul> <li>Work with design and engineering teams to deliver on our customer promises </li> <li>Deeply understand and fiercely advocate for the experience throughout all stages of the development process and customer journey. </li> <li>Lead, guard and evolve the spoken style and aesthetic tone of the product </li> <li>Evangelize Cortana voice output (TTS; text-to-speech) via creation of demos and related materials; present or assist in presentations </li> <li>Develop teaching assets pertaining to voice design, TTS, and audio tools</li> <li>Rationalize and clarify ambiguous problems and design solutions that illustrate and illuminate variable outcomes</li> </ul> <strong>Qualifications</strong> <ul> <li>8+ years of audio product design experience </li> <li>5+ years of TTS design experience with 1+ yr in emerging Neural-TTS technology </li> <li>Proven understanding of cloud/platform delivery of TTS voices at scale </li> <li>Experience with general AI concepts, </li> <li>voice-driven product design and conversational interfaces </li> <li>Deep understanding of the creative process and general design fundamentals</li> <li>Experience working directly with software developers and other creators </li> <li>Skilled in developing and delivering presentations and teaching documents; excellent communication skills </li> <li>Minimum BA/BS degree in music, audio, or equivalent experience &amp; studies </li> <li>Expert audio software skills; solid base in technical audio theory; recording studio experience (including working directly with voice actors and studio staff) </li> <li>Broad audio design experience (dialogue, music, sound effects) a plus </li> </ul> <p>Microsoft is an equal opportunity employer. All qualified applicants will receive consideration for employment without regard to age, ancestry, color, family or medical care leave, gender identity or expression, genetic information, marital status, medical condition, national origin, physical or mental disability, political affiliation, protected veteran status, race, religion, sex (including pregnancy), sexual orientation, or any other characteristic protected by applicable laws, regulations and ordinances. We also consider qualified applicants regardless of criminal histories, consistent with legal requirements. If you need assistance and/or a reasonable accommodation due to a disability during the application or the recruiting process, please send a request via the <a href="https://careers.microsoft.com/us/en/accommodationrequest">Accommodation request form</a>.</p> <p>Benefits/perks listed below may vary depending on the nature of your employment with Microsoft and the country where you work.</p> </p> </div> <div class="btnFix"><a class="btnJobs" href="https://careers.microsoft.com/us/en/job/994542/Senior-Audio-Designer" target="_blank" rel="noopener noreferrer">More about this job</a></div> <div class="source">Source: <a href="https://careers.microsoft.com/us/en/job/" target="_blank" rel="noopener noreferrer">Microsoft Careers</a></div> </div> <div class="grayBreak"></div> <div class="note"><strong><span style="font-size: 24px;">Consulting Product Manager (Professional Audio Systems)</span></strong><br> <span style="font-size: 16px;"><strong>Company:</strong> AVID</span><br> <span style="font-size: 16px;"><strong>Location:</strong> Remote</span><br> <div class="jobDesc"><strong>Job description</strong> <p><p><strong>ABOUT AVID</strong> Avid makes technology and collaborative tools so creators can entertain, inform, educate, and enlighten the world. Our customers are the visionaries behind the most inspiring feature films, television programs, news broadcasts, televised sporting events, music recording and live concerts. To learn how Avid powers greater creators or for more information, visit <a href="http://www.avid.com">www.avid.com</a>.</p> <p><strong>JOB SUMMARY</strong> As Consulting Product Manager, will be the expert in the marketspace for Professional Audio Systems and you will be the technical expert in product management from design conception to market delivery. You will function as a central resource with design, manufacturing, quality, test, marketing, and distribution as the product(s) move through their lifecycle; directs those involved in the design, modification, and evaluation of all phases of a specific product or group of products; formulates and executes long-term plans for cost/profit control; and promotes use of new technologies and industry-leading trends.</p> <strong>RESPONSIBILITIES AND DUTIES</strong> <ul> <li>Understand the pro audio commercial landscape and how it fits into Avid’s business strategy; how the product will achieve financial results</li> <li>Guide a team that is charged with a product line contribution as a business unit; work closely with and manage 3rd party teams, drive Scrum teams, and set their direction, goals, and work priorities</li> <li>Will work on increasing the profitability of existing products to developing new products for the company.</li> <li>Works closely with and presents to sr. leadership the product roadmap and how it will achieve financial results</li> <li>Be on top of general industry trends down to specific user requirements with an ability to effectively develop new products.</li> <li>Understand and presents competitive industry data to sr leadership in order to gain support and investment to the business product plans.</li> <li>Understand driving need behind customer requests; continue to ask questions to get to the root cause of problems</li> <li>Serve as “voice of the customer” reinforcing customer perspective throughout product development cycle.</li> <li>Be spokesperson for product-team efforts in sprint reviews and technology demonstrations and be able to express the value of our efforts from the customer perspective.</li> <li>Proactively manage expectations and education of all product stakeholders, including but not limited to customers, partners, and internal functions, such as production support, service, and sales.</li> </ul> <strong>QUALIFICATIONS &amp; SKILLS</strong> <ul> <li>Bachelor’s (BA or BS) in business, computer science, or related field</li> <li>10+ years’ experience leading large design efforts and coordinating project teams< Audio Jobs Audio Designer Audio Engineer Audio Operator Audio Technical Assistant Consulting Product Manager Contract Music Editor Contract Senior Sound Designer Contract Technical Music Designer Freelance Sound Designer Hardware QA Engineer Junior Sound Designer Junior Technical Sound Designer Lead Sound Designer Lecturer in Music Technology Media Production Manager Podcast Producer Senior Audio Designer Senior Experience Designer – Audio Tools Senior Product Manager Senior Sound Designer Sound & Music Designer Sound Designer Adriane Kuzminski Enable / Disable Edit Cursor Highlight (REAPER V6.25) https://reaperblog.net/2021/03/edit-cursor-highlight/ The REAPER Blog urn:uuid:b9941996-a074-07de-76f7-d9f31162ac44 Mon, 08 Mar 2021 19:24:17 +0100 <p>How to change the appearance of the edit cursor in REAPER.</p> The post <a href="https://reaperblog.net/2021/03/edit-cursor-highlight/">Enable / Disable Edit Cursor Highlight (REAPER V6.25)</a> first appeared on <a href="https://reaperblog.net">The REAPER BLOG</a>. 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