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5 articles by this author
Game Audio
Interactive Audio
Sound Design
Loudness and frequency response on popular smart phones
Do iPhones sound better, and if so, why? What about Huawei mobile phones, how do they sound? Different models of mobile phones will sound different, and although I’ve been working on mobile games for...
30.1.2019
Loudness Processing Best Practice, Chapter 3: Scalable Loudness Processing for Games
Translator's Note: This is the finale of the three-piece series Loudness Processing Best Practice for Games by the Chinese game audio designer Digimonk, originally published on midifan.com. Closing...
7.11.2017
Loudness Processing Best Practices, Chapter 2 : Loudness, dynamics and how to process them.
Translator's Note This is the second chapter of the Loudness Processing Best Practice for Games article series by the Chinese game audio designer Digimonk, originally published on midifan.com .China...
26.9.2017
Loudness Processing Best Practices, Chapter 1 : Loudness Measurement (PART 2)
In his previous blog, Loudness Processing Best Practices, Chapter 1: Loudness Measurement (part 1), Jie Yang (Digimonk) explored challenges, considerations, and compromises surrounding audio standards...
13.6.2017
Loudness Processing Best Practices, Chapter 1 : Loudness Measurement (PART 1)
Translator's Note: This series highlights audio best practices from China. China topped the world gaming revenue charts in 2016. And the Wwise Tour 2016 China stop not only featured popular (50...
6.6.2017