Composer | Guitarist | Audiophile
Music and Audio Post-Production from an independent artist.

Portfoliohighlights from past work

  1. Microsoft – City Next
    October 16, 2014
  2. Revenge of the Beard
    March 3, 2014
  3. SC Stingrays Hockey
    October 18, 2013

The Blogwords & sounds…. from the mind of Joe.

Aug

12

Project breakdown – sound design and music scoring

Why use sound design and music? This project breakdown intends to show the impact sound design and music can have. Not every project needs both, and some don’t need either… but often the impact of custom sound design and/or music is at least positive and at best game changing. Game Hatchers used Digital Hyper to […]

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Jul
13

1m1 – cue numbers and names for music in film

If you’ve seen printed music scores from films, you’ll probably ask yourself “what does 1m1 mean?” or some similar question. It’s common for original music to be named with both a title “Knights Bridge” and with this formatted prefix (for example 2m4). The first number is the reel. The letter “m” stands for music. The […]

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Sep

01

Unreal Engine 4 – Audio Programming Journal

This post follows my visit to Epic Games, which is an amazing facility to see. I’ve never used their Unreal Engine for audio programming and as I learn the engine I’ll create blog posts for other beginners. My programming experience is limited to ActionScript 3, a small amount of C+ and Basic, and web stuff […]

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Sep

01

UE4 – Blueprint Basics

At the core of Unreal Engine is C+ programming language but on the surface, UE4 uses Blueprints: a node based coding interface. Blueprints are an exciting feature for the non-programming asset creator like myself. Not only is it useful for game development, but I could imagine this platformed being hacked by the inspired artist. Programming […]

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Sep

01

UE4 – Audio Basics

The first step to audio programming is understanding your level, developing the assets you’ll need, and then logically breaking down the properties of sound in that environment. Audio for games is all about interactivity, randomization, and spacial logic. Game sound can be nonlinear and act in context of 3-D space (distance, occlusion, absorption and other […]

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Jul
31

MIDI Note to Frequency Chart

Attention Music Producers – A useful chart…

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