Game Audio

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  • Turtle Beach Ear Force NLa and N11 stereo Wii U headsets hands-on (video)

    by 
    Sean Buckley
    Sean Buckley
    09.19.2012

    Nintendo may be MIA at TGS this year (as usual), but that hasn't stopped Turtle Beach -- it brought a pair of Wii U headsets to the show anyway. We dropped by the outfit's booth to take a peek, finding seemingly empty boxes in lieu of product. Turns out they weren't so empty -- the Ear Force N11 and NLa headsets are so lightweight, we didn't even notice they were there. After a brief unboxing, this editor wrapped each set around his head, finding the headband tension of both the over-ear N11 and the on-ear NLa to be just as light as the accessories themselves, squeezing my skull with only the gentlest of pressure. The sets' earmuffs seemed built for comfort as well, soft, and not the least bit irritating. Staff on hand told us that the internals weren't quite final, but sound quality aside, we could easily see settling in with either of these products for a long, comfortable gaming session. Both sets arrive later this year -- $35 for the white, on-ear Ear Force NLa cans, and $50 for its black over-ear cousin. See our impressions for yourself in the video after the break.

  • Turtle Beach releasing entry-level Ear Force NLa, N11 stereo headsets for the Wii U faithful

    by 
    Daniel Cooper
    Daniel Cooper
    09.19.2012

    Turtle Beach, the company that builds high-end audio gear for gamers immaterial of their bank balance is pushing out a pair of headsets for Nintendo's latest baby. The Ear Force NLa is an entry-level headset that's been customized to work with the Wii U GamePad, while the EarForce N11 is a little more serious -- with angled 50mm speakers with extended bass. Both units are also compatible with the company's DS and 3DS handhelds and will arrive in Q4 of this year, with the NLa setting you back $35 and the N11 a marginally heftier $50. Update: We've also heard that the NLa will be available in the UK in November, costing £40, while the N11 arrives in early 2013.

  • Red Dead Redemption lassos ten GANG audio award noms ... Dante's Inferno summons seven

    by 
    Christopher Grant
    Christopher Grant
    02.08.2011

    When it comes to acknowledging the standout audio accomplishments in gaming every year, we look to the Game Audio Network Guild and its annual GANG awards, which selects five (or more!) nominees in categories like "Audio of the Year" and our personal favorite, "Best Use of Multi-channel Surround." It should come as no surprise that Rockstar's ode to the West, Red Dead Redemption, leads the pack with a whopping ten nominations including "Best Original Vocal - Pop" for both Ashtar Command's "Deadman's Gun" and Jose Gonzalez's (pictured) excellent "Far Away." More of a surprise is the game with the second-most nominations: Dante's Inferno. For all the problems with Visceral's ode to ... God of War, its production values were never among them. Dante managed to snag seven nominations, including "Sound Design of the Year" and "Music of the Year." Ironically enough, the actual God of War 3 only managed to pull in six! Check out the full list of nominees after the break, and check back on Thursday, March 3rd when the winners will be announced during the Game Developers Conference.

  • Uncharted 2 & Assassin's Creed 2 headline GANG Award finalists

    by 
    Griffin McElroy
    Griffin McElroy
    02.18.2010

    We thought we'd reached a point in the year where Uncharted 2 and Assassin's Creed 2 would stop being nominated for awards; apparently, we were wrong. The Game Audio Network Guild adorned both games with nine nominations in its 8th annual Audio Awards. Winners will be announced and awards will be distributed on March 12 in San Francisco, alongside the Game Developers Conference. Check out the full list of nominees after the jump. They seem pretty fair, though House of the Dead: Overkill's absence from the "Best Dialogue" category almost ensures that we'll be boycotting the event.

  • LittleBigPlanet snags eight nominations in GANG audio awards

    by 
    Griffin McElroy
    Griffin McElroy
    02.17.2009

    While not as prestigious as the highly coveted Vector Monkey, the Game Audio Network Guild's audio awards are the most respected acknowledgements of achievement in video game sound design in the development community. As such, the aural masterminds over at Media Molecule have a lot to celebrate. GANG's recently released list of 2009 nominees is extremely LittleBigPlanet-centric -- the texturized, D.I.Y. platformer netted eight nods; most notably, it's in the running for Music of the Year, Best Interactive Score and overall Audio of the Year.Other highly nominated titles include World of Warcraft with five nods, and Fable II, Gears 2, Star Wars: TFU and Dead Space with four a piece. Winners will be announced during GANG's 7th Annual Awards Show, held in conjunction with the 2009 Game Developers Conference on March 26. We've got the full list of nominees posted after the break![Via Develop]

  • Setting up your audio just right

    by 
    Mike Schramm
    Mike Schramm
    02.02.2009

    Kestrel's has an interesting post up about how he deals with audio while playing -- he listens to game audio (or music, apparently) through his computer's speakers, and pipes Vent audio in through his headset. The headset is hooked up via USB (so the sound signal can be different from the speaker signal), and of course the speakers are hooked up to the regular sound card. I'd have thought the way most of us do it (though we do know that some players don't listen to game audio at all, instead choosing music or even a movie over any of the sounds from the game), but apparently Kestrel had some people ask him about it, so maybe it's not that widespread.Personally, I play with a laptop next to me, so I run Vent on that, and let the WoW sounds play on my desktop computer. But there are probably lots of people out there who use just one computer, so must alt-tab out to run Vent, and thus have their game sound and Vent sound coming through the same speakers. And there may even be a better way to do it -- maybe it would help things to have Vent coming out of a different speaker instead of through the headset, like from the surround sound speakers behind you.In fact, it's too bad the in-game voice chat (remember that?) isn't a little more imaginative in how it plays the sound out -- it would be interesting to have players' voices positioned in 3D space around you, much like the game sounds already are. Vent is more or less necessary for raiding in big groups, but it's too bad that extra audio can sometimes break the illusion of the game.