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Talk by: Alison Bown
This talk will cover how sound cues the imagination. Alison's SFX design work on the SOVA nominated audio drama Far Cry will be used as a case study. Broadly, we will look at the way mental imagery works and show how an understanding of metaphor can guide your sound design choices.
🔗 LINKS
Check out other AirCon talks: https://www.gameaudiolearning.com/aircon
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✨SPONSORS
ASoundEffect ➡️ https://www.asoundeffect.com/
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Audiokinetic ➡️ https://www.audiokinetic.com/en/
Tsugi ➡️ https://tsugi-studio.com/web/en/index...
Soundcuts ➡️ https://www.soundcuts.net/
Boom Library ➡️ https://www.boomlibrary.com/
Sound Warriors ➡️ https://sound-warriors.com/
📖 Chapters
0:00:00 - Introduction - Sound cognition in audio books - Far Cry
0:05:30 - Cognitiion to image and sound
0:08:30 - Book tips - Foundations of musical grammar
0:09:03 - Conceptual Metaphor
0:09:36 - Practical projects and theory
0:18:46 - Spatial Audio and point of view
0:20:17 - Spatial Audio Localisation of sound sources
0:22:00 - Chion Audio-Vision : Sound on Screen
0:25:30 - Mixing in audio books
0:27:30 - Summary
0:29:00 - Q&A from chat
0:34:30 - End