Asbjoern Andersen


What's next for game audio? We got the chance to speak with Becky Allen - head of audio at PopCap/Electronic Arts, and keynote speaker at GameSoundCon - about just that. And here, she shares her insight on the current challenges, advancements, and future opportunities in the game audio industry:
Written by Jennifer Walden
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GameSoundCon is coming up quickly — Nov 7-8th in Los Angeles. The two-day conference explores tools and topics relevant to sound designing and composing for games, VR, and AR. This year’s keynote speaker is Becky Allen, head of audio at PopCap/Electronic Arts in Seattle, WA. She has over 20 years of experience in sound, composing and sound designing for companies like Microsoft, Soundelux Design Music Group, and PopCap Games —where she recently handled audio direction for Plants Vs. Zombies Heroes.

Allen doesn’t just simply work in the game audio industry. She also facilitates the expansion of the craft. Allen is a founding volunteer of the Audio Mentoring Project — a mentoring program in which game audio veterans use their extensive networks of contacts and industry experience to encourage the learning and development of less experienced members of the game audio industry.

Here, Allen shares her thoughts on GameSoundCon, as well as gives insight on current challenges, advancements, and opportunities in the game audio industry. Find out what she sees for the future of game audio.

 

What’s one advancement you’ve seen in game sound in the past year that you’re excited about?

Becky Allen has pink and blonde hair and sits in front of her workstationBecky Allen (BA): There’s a renewed focus on the importance of accurate 3D spatialization of audio through VR/AR and a lot of excitement around that. VR/AR is still the new frontier for audio and our fellow sound designers and creators are tackling new and interesting issues. I look forward to hearing their work as it advances.

Audio in VR/AR is a key and essential part to maintaining the illusion of a virtual world and if audio isn’t working well, the experience breaks. Because of this, we see more emphasis on the sound and its significance for this new platform.

 

What’s the biggest challenge for game audio at the moment? How do you see that resolved in the future? Tech wise, what would you want to see for game sound?

BA: Regardless of the size and scope, systems for delivering dynamic and captivating content are becoming more complex. The complexity of systems requires deeper understanding of scripting and at some points coding. These skills are becoming more important for a sound designer to develop.

Tech-wise, it’s the same that we have been developing for decades — more and better tools in the hands of the sound designers and composers. Our tools have made great advancements and we continue to drive these innovations through new ideas and creative desire.

GameSoundCon in Los Angeles, 7-8 November

Creatively, what would you like to see in the future for game sound?

BA: With the increased amount of data collection that we now see coming from gameplay, we are able to craft individual experiences for each player on a finer level. We can drive unique experiences for each player that is different, believable and compelling each time — much like our real-world experience. Creatively this opens up many possibilities for designers in all areas: sound design, music design, and voice.

 

You’re the first female keynote speaker at GameSoundCon. Can you tell us a little about that conference and why you would recommend it to your peers and newcomers to the industry?

BA: GameSoundCon (Nov 7 – 8, in Los Angeles) is a conference specifically for audio people. It’s a great conference to learn about new tools, share skills and knowledge, and also to network.

This is a smaller conference than GDC, which is wonderful but can be overwhelming. At this conference, you have more quality time with the participants and can really dig into deeper topics and have more substantial connections with individuals.

Also, to acknowledge your statement above, yes, I am delighted to be the first female keynote speaker and I hope the first of many.


Popular on A Sound Effect right now - article continues below:


Trending right now:

  • Twisted Zither introduces you to the haunting allure of the zither, a complete kit of sounds drawn from the resonant tones of this unique stringed instrument, characterised by its flat, wooden body and horizontal strings.

    Twisted Zither features:

    • A rich assortment of over 130 recorded gestures, textures, bows, sweeps, hits, and scrapes, providing a comprehensive toolkit for sound design.
    • Over 50 ready to go custom-designed sounds, including haunting whooshes, atmospheric drones, and powerful impacts and stingers.
    • 130 individually note samples spanning 2 octaves and 3 or more velocity ranges, perfect for creating your own melodic sample instruments or sound design.

    All captured in stereo 24-bit, 96kHz resolution.

    Don’t miss out on the opportunity to add an extra layer of haunt and horror to your projects with ‘Twisted Zither’. This is an excellent addition to your arsenal for horror and haunting sounds. With a diverse range of meticulously crafted gestures, textures, and custom-designed effects, this library is your key to creating spine-chilling atmospheres and immersive soundscapes.

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  • In High Desert Ambiences 1: Miniature, get a mini-nature collection of desolately beautiful sounds of the American southwest as the sun brings to life the songs of desert wildlife. This collection features sounds that will make you fall in love with the desert with the trickling of distant rivers, smooth cricket chirps, echoey caws from ravens so close you can hear the details in their wings flaps, snorts from a cautious yet curious mule deer, choruses of birds at dawn, and much more. Most recordings are well over 4 minutes, with one half-hour night-time track that will make you want to take out your tent immediately. For a mini-nature collection of lush, peaceful nature sounds from the heart of the American Southwest, here’s High Desert Ambiences 1: Miniature.

    2% for the Planet:
    Two percent of the price of this library is donated to an environmental cause. I view it as an “artist royalty” for the planet!

    KEY FEATURES:

    • Sounds in this library are NOT included in High Desert Ambiences 2 and 3.
    • This library contains a small selection of both “active” and “quiet” nature sounds from the high deserts of West Texas.
    • If you need more “active” or “quiet” nature sounds check out: High Desert Ambiences 2: Active Nature or High Desert Ambiences 3: Quiet Nature.
    • Featured on Designing Sound: “Our Favorite Sounds of 2016
    • Desert dawn and evening choruses
    • Distant flowing river, songbirds, and insects
    • Ravens soaring and squawking in a stark and resonant valley
    • Lengthy night-time cricket chorus
    • Partially audible and ultrasonic bat clicks up to 70kHz
    • Ghostly distant animal calls
    • Mule deer warning snorts and jumping movement
    • Files ranging from 31 seconds to 30 minutes
    • Rio Grande dawn chorus along the Texas/Mexico river border
    • Locations: Near Marfa, Texas (in a mountain valley at an altitude of 6,000 ft) and Big Bend National Park along the Rio Grande River, Texas/Mexico border.
    • These desert ambiences are extremely quiet, so I have included descriptive markers to signal interesting events in an otherwise featureless waveform. These markers can be read in programs such as RX, Reaper, and Soundminer. The markers are also included as .txt files in the sound files folder.
    ambiences_markers

    GEAR USED:
    • Sennheiser MKH 50/30 MS pair
    • Mid/Side recordings decoded to LR stereo
    • Sound Devices 702
    • Rycote AG MS Blimp
    ***Note – the name of this library was changed from High Desert Ambiences 1 to High Desert Ambiences 1: Miniature on 11/28/17. This was a name change only. No audio files were updated.
  • City Life Sound Effects Diffuse City Play Track 116+ sounds included, 752 mins total $75

    Diffuse City is the unique urban ambience sound effects library you didn’t know you were missing. It captures the urban environment in its many forms – all based around the idea of diffuse ambience.

    The Diffuse City library is purpose-built for the times an environment needs to be felt, but not be distracting.

    Every track in Diffuse City was recorded with some sort of real life “filter” in mind; be it distance, elevation, time of day, physical material – Anything to provide the feeling of city life with out the specificity of many urban ambience libraries. No distracting close car pass-bys or people talking; only great natural ambience beds.

    Diffuse City was recorded in big cities, suburbs, small towns, and rural settings over a span of two years. It was largely recorded over very late nights, when very few people we’re around. Occasionally, however, a car would pass by… a gun would go off… While these were edited out of the recordings, they are included as “extras” in the library. Perfect for adding some flavor to a moment that’s authentic to the environment it was recorded in.

    Metadata – and markers:

    In addition to thorough metadata, each ambience in Diffuse City is embedded with markers highlighting unique moments that aren’t easily visible in a waveform. Software like Soundminer v4.5 and Reaper can display these markers, making it easy to identify distinct sonic moments in an otherwise nondescript waveform.

    reaper-markers-example

    Markers in Reaper

    There are 10 areas of focus in Diffuse City:

    Elevated City • Distant Highways • Underground City • Distant City • Under Bridges • City Rumble • Empty Parking Lots • Alleys • Industrial • Window Contacts

    Hear examples and learn more about each one below

  • Environments & Ambiences SEASIDE Play Track 16 sounds included, 50 mins total $16

    Get the sounds of the sea – captured at different beaches along the Japan coast and the French Normandy coast. Recorded at the marina, pier, harbor, bridges and beaches, the SEASIDE library delivers around 50 minutes of waves, water, seagulls and more. All recordings are AB ORTF stereo, and there’s a mono center added in some cases to deliver a LCR format.


Latest releases:

  • ‘Cartoon & Animation Vol 2’ by Cinematic Sound Design delivers the ultimate sound effects library tailored for your comedic creations, cartoons, games, and music productions. Dive into a realm of whimsical wonders with this curated collection of handcrafted sound effects, featuring an array of delightful cartoon pops, boings, jumps, crashes, impacts and a lot more.
    Crafted and captured using top-of-the-line outboard equipment including the ‘Sound Devices 702’ field recorder and Neumann KM184 microphones, each sound is processed through an Apogee Symphony AD/DA for unparalleled clarity, depth, and impact. Discover an array of truly unique SFX meticulously crafted to infuse your projects with personality and charm with a selection of zany boings, energetic jumps, clumsy falls, quirky snaps, lively runs and playful mallets.

    Product Details:

    • 121 Designed Cartoon SFX
    • 24-Bit/96kHz
    • 100% Royalty-Free

  • Unleash the full potential of your audio production with the Tool Bag Foley Sound Effects Library. Meticulously recorded with precision, this library offers an expansive collection of sounds straight from the tool shed. Whether you’re in film, television, game development, or theatre, these sounds will enhance your soundscapes and bring your scenes to life.

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    Introducing “Wood Destruction” – a powerful sound library that brings the raw and intense sounds of wood breaking to your audio projects. This collection is designed to provide sound designers, filmmakers, and video professionals with an extensive range of wood destruction sounds. From small wooden objects to massive structures, every breaking sound is meticulously captured to deliver a sense of power and scale.

    The sounds in “Wood Destruction” are presented in a clean and isolated format, allowing for seamless integration into your projects without the need for extensive editing. Each sound is carefully labeled and categorized, making it easy to find the perfect wood destruction sound for your specific scene or sequence.

    From explosive demolition scenes to suspenseful moments of destruction, this library will be your ultimate resource for authentic and impactful wood destruction sound effects.

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    Recorded using high-quality equipment such as Zoom H4N, H1, and H6, these sounds offer unparalleled clarity and realism. Whether you’re creating serene nature scenes or designing complex audio environments, ‘Natural Water Streams’ provides a versatile range of water sound effects.

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    Wind turbine rotations and motor movements recorded subterraneously, through wire fences, metal steps and the body of the turbine.

     The results are a selection of metallic movements, evolving eerie soundscapes, atmospheric hums, whines.

     Excellent design source and sound morphing material, eerie atmospheres and dystopian environments.

    https://www.youtube.com/watch?v=QSGOZXKJWbc

    Number of Sounds : 45

    Number of Files : 45      

    Total Audio Time : 2 hours  22 minutes  18  secs  ( 142 minutes 18 seconds)

    Type : WAV Stereo

    Sample Rate / Bit Rate : 192 kHz / 24 Bit

    Mastered : No

    Normalised : No

    Size : 9.92 Gb

    Metadata : Files are stamped with detailed UCS compliant metadata in Soundminer

    Documentation Included : Copyright, EULA, Images, Metadata (exported in multiple formats)

    License : A Sound Effect EULA / Terms and Conditions https://www.asoundeffect.com/license-agreement/

    Recorders : Zoom F3 and Sound Devices Mix Pre 10 II

    Microphones :  LOM Geofon, Stille and Klang small spots, Sennheiser 8040’s and 8050

    Microphone Configuration : Magnetic, Spike, Contact. ORTF and Centre Mic

    KEYWORDS : Wind Turbine , Back, Wire Fence, Metal Steps, Underground, Rotate, Inner, Motor, Vibrate, Whirr, Bass, Hum, Whine, Pulse, Atonal, Disharmonious, Breeze

    FXNAME :  Abandoned Environment, Deserted Environment, Design Source, Dystopian, Eerie Atmosphere, Post Apocalypse, Sound Morph, Uninhabited, Wind Turbine

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Need specific sound effects? Try a search below:


How is the game sound industry preparing for/handling the VR format (workflow, tools, staff skills)?

BA: I am not currently working in VR so I do not have first-hand experience with this. However, companies are emerging with new tools, new headphones, and new ways of listening. I find it intriguing that people are finding audio acoustic programs (Masters and PhD level) with an emphasis in psychoacoustics. Some of these students coming out of school with this knowledge now have a place to apply their education where perhaps before that wasn’t quite possible.

 

What opportunities do you hope VR will offer game sound pros?

BA: With the emphasis on the immersive experience being more pronounced, there are many opportunities for sound designers, in particular, to find a footing here.

More insights on the future of game audio:

 
Want to know more about what awaits in game audio? Be sure to check out the interviews with former Rockstar North audio director Matthew Smith here, and senior audio director/sound designer Ben Minto at EA DICE here.

Beyond VR and AR, any other major trends you’re seeing?

BA: Yes, culturally I see that corporations are now discussing and developing programs addressing gender gaps and diversity. I’m really happy to see these changes happening and being addressed.

However, change happens on all levels – individual to individual, within team groups at work, etc. True change of this kind is something that has to be looked at systemically as well as based on individual effort. I hope that we will continue to address the issues through discussion, initiatives, and conference roundtables, etc., until balance is attained (yes… an idealist!).

 

For game audio pros, how do you see the landscape changing in terms of job opportunities, must-have skills, platforms to focus on etc?

BA: The deeper and more complex systems that are being developed on all platforms suggest that sound designers, or any in-house audio person, have skills in scripting and coding as it applies to implementation. Knowledge in Python scripting, XML, and C++ are helpful but not currently considered a requirement. These skills and a person’s ability to “problem solve” through technological solutions and tool building are areas for growth and ways for young designers to focus and find more opportunity.

 

Do you have any advice for the next generation of game sound professionals? What should they be prepared for if they’re entering the industry in the next year?

BA: Immerse yourself in networking with local communities and connecting with other working professionals. You will find it a friendly and encouraging community. No need to be discouraged if you go to just one meet-up and nothing material seems to happen. Keep going and introduce yourself multiple times. The people in the industry remember when an individual continues to show up to networking events. It shows commitment and tenacity. People are prone to help individuals after they have seen you over the course of many networking events.

A big thanks to Becky Allen for all her great advice – and to Jennifer Walden for the interview!

 

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A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • Household Sound Effects Washing Machine Sound Pack 01 Play Track 37 sounds included, 15min 10sec mins total $14.90

    “Washing machines are essential accessories of every household. This package contains the full range of the sound effects of this equipment.”

  • Universal Category System (UCS) Hurricane Nicole Play Track 40 sounds included, 179 mins total $20

     

    The Hurricane Nicole sound effects library from Eric Berzins captures the raw power of Hurricane Nicole as it made landfall in Florida in November 2022. You will hear strong and forceful gusts, moaning and whistling winds, and intense pouring rain. With 40 meticulously edited audio files, including three bonus recordings from Hurricane Ian in September 2022, you will have a large palette of hurricane sounds at your fingertips.

    Delivered in 24-bit 48 kHz format, and accompanied by full UCS-compliant Soundminer Metadata, integrating these sounds into your workflow is seamless. With a total runtime of 179 minutes, “Hurricane Nicole” provides a wide variety of wind and rain textures, allowing you to easily evoke the visceral experience of a major hurricane. Add Hurricane Nicole to your sound effects collection today!

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  • Footstep & Foley Sounds contains 511 high quality professionally recorded footstep sounds. Surfaces included: concrete, dirt, grass, gravel, metal, mud, water, wood, ice and snow. Plus 141 Foley sounds covering a variety of character movement sounds. A perfect addition to add realism to your footstep sounds.

    This pack also includes a variety of 160 bonus sounds effects from our full library Pro Sound Collection. ALL sounds from Footstep & Foley Sounds are included in Pro Sound Collection so if you need more sounds be sure to check it out before purchase.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • ‘Cartoon & Animation Vol 2’ by Cinematic Sound Design delivers the ultimate sound effects library tailored for your comedic creations, cartoons, games, and music productions. Dive into a realm of whimsical wonders with this curated collection of handcrafted sound effects, featuring an array of delightful cartoon pops, boings, jumps, crashes, impacts and a lot more.
    Crafted and captured using top-of-the-line outboard equipment including the ‘Sound Devices 702’ field recorder and Neumann KM184 microphones, each sound is processed through an Apogee Symphony AD/DA for unparalleled clarity, depth, and impact. Discover an array of truly unique SFX meticulously crafted to infuse your projects with personality and charm with a selection of zany boings, energetic jumps, clumsy falls, quirky snaps, lively runs and playful mallets.

    Product Details:

    • 121 Designed Cartoon SFX
    • 24-Bit/96kHz
    • 100% Royalty-Free

  • Unleash the full potential of your audio production with the Tool Bag Foley Sound Effects Library. Meticulously recorded with precision, this library offers an expansive collection of sounds straight from the tool shed. Whether you’re in film, television, game development, or theatre, these sounds will enhance your soundscapes and bring your scenes to life.

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  • CRRRACK!!!

    Introducing “Wood Destruction” – a powerful sound library that brings the raw and intense sounds of wood breaking to your audio projects. This collection is designed to provide sound designers, filmmakers, and video professionals with an extensive range of wood destruction sounds. From small wooden objects to massive structures, every breaking sound is meticulously captured to deliver a sense of power and scale.

    The sounds in “Wood Destruction” are presented in a clean and isolated format, allowing for seamless integration into your projects without the need for extensive editing. Each sound is carefully labeled and categorized, making it easy to find the perfect wood destruction sound for your specific scene or sequence.

    From explosive demolition scenes to suspenseful moments of destruction, this library will be your ultimate resource for authentic and impactful wood destruction sound effects.

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  • Environments & Ambiences Natural Water Streams Play Track 10 sounds included, 30 mins total $18

    This meticulously crafted sound effects library is an essential tool for professionals in film, game development, and audio production who seek authentic and high-quality water soundscapes.

    Recorded using high-quality equipment such as Zoom H4N, H1, and H6, these sounds offer unparalleled clarity and realism. Whether you’re creating serene nature scenes or designing complex audio environments, ‘Natural Water Streams’ provides a versatile range of water sound effects.

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  • Industrial Ambiences Wind Turbines Inner Sounds Play Track 45 sounds included, 144 mins total $15

    Wind turbine rotations and motor movements recorded subterraneously, through wire fences, metal steps and the body of the turbine.

     The results are a selection of metallic movements, evolving eerie soundscapes, atmospheric hums, whines.

     Excellent design source and sound morphing material, eerie atmospheres and dystopian environments.

    https://www.youtube.com/watch?v=QSGOZXKJWbc

    Number of Sounds : 45

    Number of Files : 45      

    Total Audio Time : 2 hours  22 minutes  18  secs  ( 142 minutes 18 seconds)

    Type : WAV Stereo

    Sample Rate / Bit Rate : 192 kHz / 24 Bit

    Mastered : No

    Normalised : No

    Size : 9.92 Gb

    Metadata : Files are stamped with detailed UCS compliant metadata in Soundminer

    Documentation Included : Copyright, EULA, Images, Metadata (exported in multiple formats)

    License : A Sound Effect EULA / Terms and Conditions https://www.asoundeffect.com/license-agreement/

    Recorders : Zoom F3 and Sound Devices Mix Pre 10 II

    Microphones :  LOM Geofon, Stille and Klang small spots, Sennheiser 8040’s and 8050

    Microphone Configuration : Magnetic, Spike, Contact. ORTF and Centre Mic

    KEYWORDS : Wind Turbine , Back, Wire Fence, Metal Steps, Underground, Rotate, Inner, Motor, Vibrate, Whirr, Bass, Hum, Whine, Pulse, Atonal, Disharmonious, Breeze

    FXNAME :  Abandoned Environment, Deserted Environment, Design Source, Dystopian, Eerie Atmosphere, Post Apocalypse, Sound Morph, Uninhabited, Wind Turbine

    25 %
    OFF
    Ends 1715205599

   

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