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Here’s your chance to watch the talks from AirCon 24!

By Asbjoern Andersen
Watch the AirCon24 audio conference talks here

Airwiggles’ AirCon24 online conference was a gigantic success – with people from around the globe flocking to attend the free conference on sound for games, film and beyond. But what if you missed it? Good news, our exclusive partners at Airwiggles have just published 19 talks from AirCon24 – and you can watch them all below, absolutely free. Supercharge your sound knowledge with these excellent talks from the community:

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Don’t have an Airwiggles account yet? Here’s why you should join:

  • ✓Connect with over 9000 audio creatives worldwide
  • ✓Get inspired and share ideas & insights with the community
  • ✓Attend AirCon, the gigantic free online audio conference
  • ✓Take part in competitions for chances to win glorious prizes
  • ✓Find online and real-world events & communities
  • ✓Access hundreds of live talk replays in the vault
  • ✓Find job opportunities
  • ✓Download free sounds made by the community

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Sound Design And Implementation For Indie Game Garden Life

A talk by Benedict Sanderson

A deep dive into the audio design, music, and implementation of Garden Life. We’ll look predominantly at the semi-random music system implemented in FMOD and Unreal 5; a sound portal system used to create immersive, realistic, and comfy ambient sound transitions; and other common implementation challenges that cropped up in development.

Access the presentation here

Visual Scripting For Game Audio

A talk by Leonard Paul

A beginner talk looking at the basics of how visual scripting can help game sound designers have more creative power and overcome possible fears of this technical area of implementation. I’ll focus on a practical example in UE5 with blueprints and metasounds and draw in other demos.

How Do Audio Workflows Vary Across Different Media?

Host: Jamie Lee. Speakers: Erin Holmes, Dan Pugsley, Anne-Marie Ront

Together, Anne-Marie, Erin, and Dan have experience creating audio for almost every different media format there is. We will be chatting about workflow differences between designing for different media, as well as general audio design discussion and the current trends in the industry.

5 Confessions From Working In Audio

A talk by Ross Stack

A follow-up talk to AirCon23’s Confessions of an Audio “Professional”. Ross will be twice as confessional, and half as professional.

How To Apply For A Job In Game Audio

A talk by Katie Tarrant

Katie discusses all of the different things to consider when creating a job application for a game audio role, particularly for junior roles or internships.

What Is It Like Working As A Junior Sound Designer?

Host: Lewis Thompson. Speakers: Sarah McRuvie, Eli Forster, Katie Spence

Lewis chats to another three junior sound designers about how they recently got their first position in game audio.

How Your Game Audio Education Can Prepare You For Work

A talk by Johan Englund

Blending educational creativity with professional attributes and skills for career success is not just a mandate from higher education institutions but also a shared goal among current and future students. In this talk I’d like to discuss how we can achieve this in game audio education.

Wholesome Soundtracks For Wholesome Games

A talk by Rob Glenister

Rob will talk through their process of creating an entire OST for a wholesome mobile MMO, from concept to mastering. This talk will cover themes, leitmotifs, melodies, target audience, design pillars, trends, all kinds of stuff – loaded with examples!

Access the presentation here

Staying Motivated To Find Paid Audio Work

A talk by Lewis Ball

Lewis will be discussing the pitfalls of looking for a job and talking about ways you can motivate yourself to apply, create, and generally give a positive push for those looking for work.

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Dealing With Bugs, Deadlines And Other Game Audio Problems

A talk by Greg Lester

Game development never goes according to plan. Tools break, information gets lost, deadlines move and there are bugs, lots of bugs. In this talk you’ll gain the skills to not only tackle problems head on with confidence but also prevent and change your mindset towards them.

Access the presentation here

Recording Sounds for Hogwarts Legacy

A talk by Alexander Horowitz and Pablo Valverde

Including details of preparation, adventure, and reflection, this session recounts a field recording trip for Hogwarts Legacy that took place in April 2022. What went well, what went wrong, and what did we learn for the future?

Using Haptics to Augment Game Audio

A talk by David Tucker

David talks about how haptics can be used to compliment game audio and how it should be part of the audio production pipeline rather than being left to the programmers to implement by themselves. Haptics can provide vibrations and tactile feedback that is much richer than we currently see in typical games.

Supporting Story with Sound In Indie Game The Quiet Things

A talk by Alyx Jones

The Quiet Things is the debut game from indie studio Silver Script Games, founded by Alyx Jones, who has experience primarily as a professional in game audio, before moving over to start her own studio. This talk will cover making an indie game, with a deeper look at dialogue, sound design and music.

Maclaine Diemer On Composing For Guild Wars 2

A talk by Emily Reese and Maclaine Diemer

A live episode of Level with Emily Reese! Emily talks with composer Maclaine Diemer about his music for games, whether he writes and produces the music in a studio by himself (as he did for Cyan Worlds’ Firmament) or he composes a massive orchestral score for Guild Wars. We’ll also chat about his music for Crucible, the free-to-play shooter pulled by Amazon.

Damian Kastbauer Answers Your Questions About Wwise

Host: Helen Lynch – Guest: Damian Kastbauer

Ever had a burning question about Wwise but never knew who to ask? Software Product Manager Damian Kastbauer hosts this informal Q&A to give the community an opportunity to surface questions about Wwise. All questions asked will be addressed, but will they be answered? Drop by to find out!

Make Better Sound Design With These Tips

A talk by Woody Woodhall

A discussion about best practices for designing sound: thinking about layers of sound and the frequencies of the layers in order to complement one another once getting to the mix.

How These Experiments Will Improve Your Audio Creativity

A talk by Matthew Marteinsson

Matthew talks about leaning into the weird side of audio, and getting the most personality out of the strangest sources.

Integrating Max/MSP With Unreal Engine 5

A talk by Marta Nycto

Marta will show how to interface Max/MSP and UE5 to exchange data back and forth by setting up OSC servers and clients, how to drive particle systems in UE from Max, and how to send the player position to Max to drive a granulator.

We won’t have time to build everything from scratch, so please download the project files here if you want to follow along: https://github.com/NoOne511/UE5-MaxMSP-OSC-comm

Also, make sure to have those libraries installed in Max/MSP:

Spat 5 from IRCAM Forum website, login and download: https://forum.ircam.fr/projects/detail/spat/

From Max/MSP package manager:

  • odot by CNMAT
  • MuBu for Max
  • catart-mubu

Can You Compose Music In Reaper?

A talk by Jon Kelliher

Jon talks about tips on how to make the transition to Reaper for making music, how to set up your projects, and how to improve the out-of-the-box midi editing tools.

Access the presentation here

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