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Melissa Pons

Melissa Pons

field recordist & sound designer

Category: Game Audio

PSE Hybrid Library Review

Below I link the first review for AudioNewsRoom I’ve done on the impressive Pro Sound Effects Hybrid Library. This was the first of three where I go… Read more “PSE Hybrid Library Review”

November 30, 2016 by melissa pons

iPhone and iPad Speakers Frequency Response

For anyone building applications with audio for these platforms, having these tests done can be absolutely useful. While what you decide to put in it is up… Read more “iPhone and iPad Speakers Frequency Response”

January 8, 2014January 15, 2014 by melissa pons

File Naming for (Mobile) Games

Hi there! This is just a simple thing that I find so extremely useful when working with your peers over a game, that might save both parts… Read more “File Naming for (Mobile) Games”

December 10, 2013May 7, 2017 by melissa pons

Survey about game audio among new indie game developers

Sometime ago, longer than I want to admit, I launched a very small survey entitled “Audio for Digital Games” and asked Portuguese game developers to participate. As… Read more “Survey about game audio among new indie game developers”

September 11, 2013August 9, 2016 by melissa pons

UDK Audio Implementation

AUDIO FILE FORMATS wav files at 44.1 kHz / 16 bit. If there is an error on importing your audio file, it’s probably not at this sample… Read more “UDK Audio Implementation”

May 16, 2013August 9, 2016 by melissa pons

UDK Audio Implementation III – SoundNodes and SoundCues pt. 2

Apologies for the delay! Here’s part II, though I’m still considering some updates as well focusing more on the practical side. DISTANCE CROSS-FADE: This node will allow… Read more “UDK Audio Implementation III – SoundNodes and SoundCues pt. 2”

March 10, 2013 by melissa pons

UDK Audio Implementation II – SoundNodes and SoundCues pt. 1

Hello there! Since there is a lot to write about Sound Nodes and SoundCues and I don’t think huge posts are fancy, I decided to break this… Read more “UDK Audio Implementation II – SoundNodes and SoundCues pt. 1”

February 5, 2013September 3, 2014 by melissa pons

UDK Audio Implementation I – some considerations and tips to make it work

As previously announced, I’m very happy to start this series of posts about audio implementation on UDK. At my master’s program I had to make a game… Read more “UDK Audio Implementation I – some considerations and tips to make it work”

January 22, 2013March 31, 2013 by melissa pons

Unity – Quick Tips for Implementing Audio

In this post, you will learn the basics of audio on Unity, from importing files to make your sound object interact with the environment.      Import Audio… Read more “Unity – Quick Tips for Implementing Audio”

July 11, 2012July 12, 2012 by melissa pons

Amnesia: The Dark Descent

It has been just 2 days I’ve started playing Frictional Games‘ Amnesia and it has already my full attention. (I’ve purchased it here for $8 with Limbo, Bastion, Psychonauts… Read more “Amnesia: The Dark Descent”

June 6, 2012July 7, 2012 by melissa pons

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  • 21 great new audio jobs at Valve, Distruptive, The Post Lounge, Cat Daddy, Fish Labs, AMP Sound Branding, EA DICE, BLEND, LeapXpert, Capgemini, Pandora, KPIT, Cato Institute, Gannett, Boston Globe, Doppler & Dubbs, EA Create, Improbable, Ubisoft, and CD P
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