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Mathew Arnold

Posts by Mathew Arnold:
  • Creating A Dynamic Reverb System in Unreal Engine 4
  • Creature Sounds in MAX/MSP
  • Meridian Line
  • iMUSE and the Future of MIDI in Game Audio
  • Ambisonic Audio and Virtual Reality
  • The Benefits of Procedural Sound Design
  • Inside The Loop: Audio Functionality in INSIDE
  • An Introduction

Recent Blog Posts

Creating A Dynamic Reverb System in Unreal Engine 4

May 24, 2019

By Mathew Arnold

Introduction I recently completed the final technical project for my masters degree, the aim of which was to create a system that could create convincing reverberation at runtime. The idea for this came from a discussion I had with a developer regarding procedurally generated levels in 3D games. We discussed the difficulty of using traditional …

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Creature Sounds in MAX/MSP

January 20, 2019

By Mathew Arnold

Recently I undertook a project to create a system in MAX/MSP that could manipulate a vocal input in real time for the creation of creature sounds. All of the creature sounds found in my current sound design showreel were created using this system, which I shall explain here. Demo Video Scrubbing convolution The primary inspiration …

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Meridian Line

January 20, 2019

By Mathew Arnold

I’ve been working on a very interesting project called Meridian Line with Archway Interactive for the last few months, and thought it might be time to share a few updates. I can’t be too specific about the exact nature of the game, however what I can say is that it will be a navigational thriller …

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iMUSE and the Future of MIDI in Game Audio

June 14, 2018

By Mathew Arnold

The Composer’s Dilemma When creating music for interactive games, the composer must take into account a number of additional considerations that do not usually present themselves when composing linear music. In linear music the composer is able to dictate the exact form and structure of the music, controlling the length of each musical section to …

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