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April 15, 2003
Pro Audio Industry News from DigitalProSound.com:

Genelec Introduces Triple Play Full-Range Stereo Monitoring System
Includes two 1029A active monitors and one 7050A active subwoofer

MOTU Ships Digital Performer 4
DP4 gains Mac OS X support, 'Freeze Tracks' feature

Roland Ships VR-760 Performance Keyboard
Incorporates piano, synth, organ sounds and variety of expressive controllers

Audio Post House Planet V Celebrates 7th Year Anniversary


Native Instruments Ships Vokator
Reaktor 4 coming May 9

RealTraps Introduces MiniTraps Membrane Bass Traps
Company says they perform nearly three times better than foam corners at 100 Hz

Korg TRITON Studio Nabs MIPA Award at Musikmesse
For best music workstation


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In-Game Music:
What Makes It Different

What is the audio experience for a player who’s blasting his way through the latest first-person shooter? He watches the cut-scenes only once, hears the interface music each time he starts up, but it’s the in-game music that accompanies him during most of his time in the world of the game. Writing in-game music is not like scoring a film. You don’t know exactly what is going to be happening when the music plays, so you need to compose with the game’s audio engine in mind, to create a satisfying experience for the player.

Did You Hear That?
Microphones may be very simple, yet very complex.

The day of reckoning is close at hand. Videographers are doing audio and audio engineers and producers are doing video. And soon it will just be one big multimedia family. Learning the basics of audio is easy; Something makes a sound, a microphone hears it, and sends a signal to the camera or recording deck. But learning to get good audio, audio worth listening to, goes far beyond that. Perhaps that’s part of the fear of audio on the video side of the multimedia world.

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Angel Mountain Opens 18,000-Square-Foot Audio Production and Post Facility
Designed from the ground up with 5.1 surround specifications
When Angel Mountain Productions designed their new studios, they wanted to house a full-service music and audio post facility with a high degree of flexibility. They paid particular attention to synergies between adjacent spaces that could encourage efficient workflow and offer new opportunities for audio production to emerge. The new facility, covering 18,000 sq. ft., is fully encompassing with respect to audio post-production services being intertwined within a unique architectural design.

Composer John Hodian Goes Digital with Yamaha 02R96
Emmy winner adds console to his Woodstock, NY, studio
Composer, conductor and pianist John Hodian’s Woodstock (NY) studio recently upgraded to the digital realm with the addition of a new Yamaha 02R96 Digital Mixing Console.

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