<![CDATA[Kotaku: audio]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: audio]]> http://kotaku.com/tag/audio http://kotaku.com/tag/audio <![CDATA[Here's Your Labor Day Weekend Listening Material]]> During this week's Kotaku Talk Radio, listeners called in to debate what the console wars will mean to them, the value of pre-order goodies and one lucky listener got free tickets to PAX... thanks to another listener.

The hour long show also has plenty of good music and talk of games. If you're looking for something to listen to while you work-out or hang-out this weekend, look no further.

Download the latest episode. Subscribe to the show on iTunes

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<![CDATA[Kotaku Podcast: Here's Your Weekend Listening Material]]> During this week's Kotaku Talk Radio, listeners called in to debate the Playstation 3, used games and question Fahey about his Ozzy Osbourne interview.

The hour long show also has a taste of an upcoming chiptune concert, a word on why PS3 complainers need to put a sock in it and how very, very much Fahey loves World of Warcraft.

If you're looking for something to listen to while you work-out or hang-out this weekend, look no further.

Download the show
Get it on iTunes

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<![CDATA[Tune in To Kotaku Talk Radio Now]]> In this week's episode of Kotaku Talk Radio we'll be talking about GamesCom, PS3 Slim, the negatives of Internet petitions and we have a rap song. It won't be conducted by myself and our very special guest-host, N'Gai Croal.

To listen, head over to our BlogTalkRadio page. Unfortunately, you can only listen live on the BlogTalkRadio website.

Want to be heard on Kotaku Talk Radio? Call us on the air at (347) 857-3782!

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<![CDATA[Tune in To Kotaku Talk Radio Now]]> In this week's episode of Kotaku Talk Radio we'll be talking about QuakeCon, playing easy in Red Faction: Guerrilla, buying your way to victory in Madden, the posh office settings and flat panels of gaming's greatest developers and having a quick listen to an 8-bit Weezer tribute album.

Better still, myself and guest co-host Russ Frushstick from MTV will be taking your live calls, comments and questions.

To listen, head over to our BlogTalkRadio page. Unfortunately, you can only listen live on the BlogTalkRadio website.

Want to be heard on Kotaku Talk Radio? Call us on the air at (347) 857-3782!

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<![CDATA[The Video Game Audio Awards]]> Games have long preferred visual innovation to audio. I mean, they're called video games, not video and audio games. But that's not to say game audio doesn't deserve recognition!

GANG stands for Game Audio Network Guild, a group dedicating themselves to championing the work of music and sound effect teams in the game industry. And it's work that deserves championing! After all, what would Halo be without its opening score? What would Metal Gear be without the dramatic "discovered" chime? How could I have enjoyed the first Manhunt if I hadn't had Brian Cox threatening my earhole?

So the GANG awards were held during GDC last week, with prizes handed out for things like best music, best sound design, etc. Fittingly, Dead Space took out the big audio prize of the night, while in an upset Asian PSN title Afrika won best music. Other winners were Grand Theft Auto IV, LittleBigPlanet and, awesomely, Sega maestro Richard Jacques.

Full list of winners below:

Audio Of The Year
Dead Space

Music Of The Year
Afrika

Sound Design Of The Year
Dead Space

Best Cinematic/Cut-Scene Audio (Tie)
World Of Warcraft: Wrath Of The Lich King
Gears Of War 2

Best Use Of Multi-Channel Surround In A Game
Left 4 Dead

Best Original Vocal Song - Choral
"Main Title" - World Of Warcraft: Wrath Of The Lich King

Best Original Vocal Song - Pop
"Still Alive" - Mirror's Edge

Best Original Instrumental (Tie)
"The Garden" - LittleBigPlanet
"Main Theme" - Afrika

Best Original Soundtrack Album
Video Games Live: Volume One

Best Dialogue
Grand Theft Auto IV

Best Use Of Licensed Music
Rock Band 2

Best Handheld Audio
God Of War: Chains Of Olympus

Best Interactive Score
LittleBigPlanet

Best Game Audio Article, Publication Or Broadcast
"The Complete Guide To Game Audio" 2nd Edition - Aaron Marks

Best Audio - Other
Watchman Motion Comic

Rookie Of The Year
Wataru Hokoyama (Afrika, Resident Evil 5)

Lifetime Achievement Award
Bob Rice

G.A.N.G. Distinguished Service Awards
Richard Jacques
Tom Salta
Stephen Years

G.A.N.G. Recognition Awards
Jim Charne
John Broomhall

Student/Apprentice Competition Winners
Music - Tom Graczkowski
Sound Design - Benoit Babin

Dead Space, Afrika Take Home GANG Audio Awards [Gamasutra]

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<![CDATA[In The Pit Trailer - No Video Card Required]]> <a href="http://video.msn.com/?mkt=en-US&playlist=videoByUuids:uuids:df61044d-75aa-4605-877b-7797abc6a58c&showPlaylist=true&from=msnvideo" target="_new" title="Trailer for &quot;In the Pit&quot; for Dream Build Play 2008">Video: Trailer for &quot;In the Pit&quot; for Dream Build Play 2008</a>

We have mentioned In The Pit before - back when it was a 3-level Xbox 360 demo.

Described as "An 'audio-only' stealth action game", you are a monster hunting down unfortunate victims hurled into your pit by an evil king. It's a Grue simulator, basically.

The demo has been expanded into a full game, which will be one of the NXE Community Games launch titles. Check out the trailer. With your eyes closed.

In the Pit [XNA]

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<![CDATA['Next-Gen Audio Square-Off': PS3 versus 360]]> In the battle over technological dominance, audio is one area that's usually ignored — Alexander Brandon set out to fix that, and interviewed Gene Semel (audio director of SCEA) and Brian Schmidt (head of the Xbox audio team). It's a pretty interesting interview, and while it's unclear who comes out on top (not sure it really matters), seeing what Semel and Schmidt have to say about their respective systems is pretty enlightening. On the question of the most interesting feature both systems have taken advantage of:

XMA certainly — every game uses it, and it's the primary audio format for the Xbox 360. It lets you store between eight and 10 times as much audio into memory. That makes a HUGE difference what a sound designer can deliver. I also found Halo 3's use of the Waves technologies very cool, and we're excited to have partnered with them.

Actually, one of the "most interesting features" that has been used is just the fact that, aside from XMA, we've moved to an easily programmable software audio architecture. I've seen some games do some amazing things because they could just write some C code, either for DSP effects, 3D or entire audio engines. It really has unleashed a lot of creativity in my opinion.

Some obvious advantages are pooled memory and the cell architecture that allow for some serious processing power for more real-time interactive mixing. More channels are good but not necessarily always better.

At the end, a comparison is made between Halo 3 and Uncharted: Drake's Fortune. Anyways, worth a read if you're into the technical side of things.

Next-Gen Audio Square-Off: PlayStation 3 vs. Xbox 360 [Gamasutra]

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<![CDATA[Download Eight Hours of Arcade Cacophony]]> The classic sound of a room full of arcade games all going at once started to vanish before the coin-op arcade started its slide to extinction. Game audio and speech got more sophisticated and music evolved into soundtracks, creating a blend different from the early to middle 1980s. But the Arcade Ambience Project has created more than eight hours of mp3s, sorted by year that depict arcades at their height, buzzing, chirping and whirring like a field of crickets on a summer evening.

Creator Andy Hofle has mixed together the sounds of games popular in the years 1981, 1983, 1986 and 1992, for those who might feel nostalgic for the days of miniature golf, birthday parties or skating rinks. He put a new tool up that ensures the files will play on any sound card, which is why this popped back up recently. The files are about 80 to 90 megs and mirrored at multiple sites. If you want the uncompressed sound you can get that on a CD.

The site says Avril Lavigne used Ambience Project sound in the background of a music video. It was also featured (with permission) in the documentary "Tilt: The Battle to Save Pinball."

My audio memory of arcades is dominated by the sounds of Galaga, of Mario clearing barrels and collecting points, and the siren in Pac-Man. If they could release the mp3 in Smell-o-Rama or whatever, recreating that strange aroma of dust cooking on the back of a hot cabinet, sweetened by the scent of waffle cones.

Arcade Ambience Project [arcade.hofle.com]

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<![CDATA[A Chat with Sid Meier]]>
We tried, at this year's GDC, to have a quiet sit down with a number of different developers. And for a number of different reasons, many of them fell through, but I was able to beg 2K into giving me 15 minutes with one of the developers who probably most adversely effected my college career: Sid Meier. If it weren't for Civilization it probably wouldn't have taken me six years to get my two bachelors degrees... OK, that's probably not true, but I did spend a shocking amount of time playing his games in college.

In this 15 minute chat we talk about the death of the PC gaming market, how GDC has evolved and what type of character he plays in WoW... among other things.



powered by ODEO

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<![CDATA[BioShock Audio, Juxtaposing The Real And Surreal]]> Critics weren't shy with praising Bioshock or putting it on countless top 10 lists. But if there was one element that enough could not be said about, it was the audio. The dark, eerie sound design pulled us into a game that could have been just another scary FPS.

At GDC, Patrick Balthrop, Senior Sound Designer at 2K, explains what they did to make BioShock's sound just so haunting. So would you kindly hit the jump to read more?

Throughout the soundscape, the constant goal was to "juxtapose the real with the surreal." Take the security bots. On one hand, they featured accurate motor effects and when they crashed out of the air, it all sounded feasible to the listener. But to achieve that "unique gameplay experience" the BioShock team was after, accuracy or feasibility wasn't enough. So they took a turn to the exaggerated and beyond. In the case of the security bot, we see this turn in its "VO" (voice over) of R2D2esque beeps and blips.

In the penny-arcade machines selling power-ups, we see the same philosophy applied. The music started with authentic calliope recordings. Then to add character, 2K opted, once again, to use VO. But this time the VO would be quite literal. Remember it? "Welcome to the circus of values!"

The end result is an experience that doesn't seek to recreate what we've already seen, but reinvent that which we've seen to build a unique and rich world.

But despite the search for this original sound with each piece of the game, 2K actually did surprisingly little post-production processing to the voices in the game. The two exceptions were the Little Sisters and Atlas.

Balthrop played two clips to demonstrate what his team did to the source audio. The first was vaguely familiar—a crystal clear Little Sister recording...but it sounded like a typical little girl. But then this track was mixed with a duplicate track dropped a few octaves with reverb, the Little Sister voice is tainted by the demonic subtext, that unharmonious melancholy that sits in our ears to this day.

Now to replay BioShock...


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<![CDATA[Blizzard Launches First BlizzCast]]> As announced back on December 24th, Blizzard has delivered the first episode of the BlizzCast today, their new podcast series that promises a behind-the-scenes look at the inner workings of the company as well as news and information about upcoming projects. In the first episdode, rapmaster Karune talks concept art with art director Samwise Didier, and DJ Jazzy Drysc talks to lead designer Jeff Kaplan about World of Warcraft patch 2.4, which introduces the Sunwell Plateau raid dungeon and tier 7 armor. What's odd about the video podcast is that there is indeed no video. One of those newfangled audio-only video podcasts perhaps? I do find it vaguely amusing that the transcripts have Karune and Drysc's words in a blue font. Otherwise the community wouldn't bother reading it, right?

BlizzCast Episode 1
[Blizzard]

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<![CDATA[Ben Heck's Mystery Solved]]> Ben Heckendorn, who's mutant power involves pulling dreams out of my head and making them a reality, has finally unveiled the mystery product McWhertor mentioned back in late April, and I am very pleasantly surprised.


It's not the one-handed controller McWhertor predicted. It's the Audio FX Pro 5+1 Headset, a custom made USB headset that eschews modern sensibilities for the sake of...well, comfort. Look at those poofy ear cups, designed to cup your ears instead of crushing them. Sure it might get hot, but I'll take a little heat over bright-red ear soreness any day of the week. It even features a low-frequency force feedback effect for when that one guy in your WoW guild who still finds it hilarious shouts "Leeeeroy Jenkins" for the millionth time.

The headset will be shipping to retailers in July, and right now you can preorder one from eDimensional here for $79.95. Between Lord of the Rings Online's built-in voice support and Second Life getting it soon (much love to the Sumos couch), I'm definitely picking one up. Finally a Ben Heck custom I can afford. Michael Fahey

The Audio FX Pro 5+1 Headset
[benheck.com - Thanks Scott!]

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<![CDATA[Does Sound Matter In Games?]]>

Game Developer Magazine's audio columnist is hoping to get some input on an upcoming column he's writing about the importance of music and sound to gameplay.

He's got a poll up right now to try and get a handle on what gamers think on the topic. Head over there if you have a second and fill it out. It's an interesting topic.

When I used to do my gaming upstairs, just a few dozen feet from our bedrooms, I would play games with the sound muted at night and I can tell you, it really takes away from the experience. I was surprised to find I did much worse in shooters while playing muted because I couldn't hear some of the audio cues built into a game to let you know people are trying to cap you or sneak up on you.

Mister Poll: Video Game Sound

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<![CDATA[A Visit With Razer (Gadget Lust Within)]]> There's nothing like a meeting with a company like Razer, maker of high-end and professional PC gaming products, to make your current PC set up feel wicked ghetto. Such was the case when I visited the group's CES booth yesterday to take part in a demo of the new Mako sound system. A simple 2.1 speaker setup, the Mako was co-developed with THX engineers, meaning, yeah, it's THX certified.

Since I'm currently rocking no speakers (I've been without a PC sound system since my move in November), it's actually a perfect set for my needs. I don't have the space to install 5.1 or 7.1 surround sound just for my PC. Hopefully I'll find three one hundred dollar bills on the ground over the next few days to pay for it, because I was amazed at the rich, deep, room filling sound coming from three (admittedly large) speakers.

If you're in the market, you should try to get a demo. These were pretty damn impressive. Afterward, I got some hands on time with a few other products which are after the jump.

tarantula_keyboard.jpg

Normally, I'd consider worrying about keypress lag minimized from 8 milliseconds to 1 millisecond and finely tuned 72 gram key resistance focusing solely on the details, but the Tarantula keyboard is still super cool. Since I, ghetto PC gamer, am still tapping away on the included PS2 keyboard I bought about ten years ago I think I'm due for an upgrade. Stored profiles, programmable macros, a nifty little light attachment accessory for nighttime gaming, I'm getting a little gadget jealous.

Since I'm pretty comfortable with my Logitech wireless optical mouse, I was less excited about some of the gaming mice on display, but they did have a very solid feel with amazing response. I also happen to suck and suck hard at most first-person shooters, so an extra 1200 dpi resolution isn't going to help me out.

But Razer afficionados should be aware that the company will be re-releasing 10,000 Razer Boomslang mice for the device's ten year anniversary. Very cool.

boomslang.jpg

Hopefully we'll get some offered samples and see how our respective games improve.

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<![CDATA[Razer's CES Showcase]]> razersnake-logo-whitebg.jpg

Razer has been almost single-handedly trying to bring back the love affair PC gamers once had with audio.

There was a time, believe it or not, when I think I cared more about the sounds coming out of my computer than the graphics. But that was a long, long time ago. Razer recently sent me out a pair of their high end Baracuda headphones, which I've just started testing out for a review on Kotaku.

They've also released a pretty high-end sound card and now they're coming out with a set of bi-amplified speakers. The Razer Mako 2.1 speaker system is THX certified and the first desktop system to support THX ground plane and slot speaker technologies.

"The advantage of multimedia and PC speakers is that they can be conveniently positioned on desktops and bookshelves. But, sound reflecting from desktop surfaces interferes with the direct sound, creating uneven frequency response at the listener's ear level," said Laurie Fincham, chief scientist at THX. "The Razer Mako 2.1 is the first multimedia speaker system designed from the ground up to provide optimal performance on the desktop. The THX Ground Plane and Slot Speaker technologies ensure the speaker drivers are very close to the desktop surface, doubling the output and delivering smooth and even response at all frequencies."

Razer is also showing off their new DeathAdder 3G infrared gaming mouse, a keyboard with an iPod dock and a mouse for laptops. Hit the jump for the full spec sheets and press release.

January 8, 2006 - Las Vegas - Razer, a leading manufacturer of high-end precision gaming and lifestyle electronics peripherals, will unveil and provide hands-on demonstrations of the new Razer Mako 2.1 speaker system, Razer DeathAdder infrared sensor mouse, Razer Pro|Type iPod docking keyboard and Razer Pro|Click Mobile Bluetooth notebook mouse at CES, January 8 - 11, 2007, at the Las Vegas Convention Center in South Hall, Booth 35160.

"Razer's new line of products being showcased at CES, which include the Razer Mako, Razer DeathAdder, Razer Pro|Type and the Razer Pro|Click Mobile, truly reflect the future of interactive entertainment," says Robert "Razerguy" Krakoff, president, Razer Group. "This new product lineup continues to express the originality of our ideas by aggressively pursuing what consumers want in design and engineering. We did not get to where we are today by 'playing by the rules'; we arrived here by setting them."

Razer, the creators of the Razer Barracuda gaming audio system, is proud to introduce the Razer Mako 2.1 THX Certified bi-amplified multimedia speaker system at CES 2007. The Razer Mako represents a groundbreaking new desktop speaker design from the sound engineers and scientists of gaming industry leader Razer and audio industry pioneer THX Ltd. The Razer Mako 2.1 is the first desktop speaker system to incorporate THX Ground Plane and THX Slot Speaker technologies, which raise the bar for acoustic fidelity and performance in the desktop category. Whether the listener has connected their desktop computer, gaming console, television, CD deck, or portable MP3 player as the Razer Mako's input source, the system will deliver sonic presentations that are the best-in-class for any 2.1 desktop speaker system.

"The advantage of multimedia and PC speakers is that they can be conveniently positioned on desktops and bookshelves. But, sound reflecting from desktop surfaces interferes with the direct sound, creating uneven frequency response at the listener's ear level," said Laurie Fincham, chief scientist at THX. "The Razer Mako 2.1 is the first multimedia speaker system designed from the ground up to provide optimal performance on the desktop. The THX Ground Plane and Slot Speaker technologies ensure the speaker drivers are very close to the desktop surface, doubling the output and delivering smooth and even response at all frequencies."

Features:

THX Certified for premium sound quality and performance.

Patented THX Ground Plane and THX Slot Speaker downward-firing mid-range drivers and tweeters design which creates a spacious soundstage that turns any desktop surface from an acoustic hindrance into an integral part of the soundstage.

True, bi-amplified satellites with two channels of 50W with full digital DSP control.

An overall system frequency range of 30-20,000 Hz and Axial Response Limits of +/- 2dB at 40-18,000 Hz (-6dB at 30 and 20,000Hz).

300W of total system power, with 6 channels @ 50W each.

ClassHD Digital Amplifier technology with full DSP control that makes previous-generation Class AB and Class D amplifiers obsolete.

ClassHD technology scales power in sync with the music, resulting in operation at a much higher efficiency curve, improved Signal to Noise Ratio (SNR), improved EMI, reduced idle consumption, and lowered amplifier delay.

For those moments when surrounding silence is needed, the Razer Mako offers an amplified headphone jack on the wired remote control. This allows for improved headphone performance over the standard pass-through found in normal desktop systems.

The sleek Razer design created with premium materials and finishes will deliver best-in-class acoustic performance while maintaining attractive desktop aesthetics.

The Razer DeathAdder 3G infrared sensor gaming mouse is a quantum leap over current generation optical technology. Fully optimized for high speed motions, the Razer DeathAdder features everything needed for high-performance gamers.

Features:

1800 dpi 3G infrared sensor technology for enhanced precision.

1000 Hz Ultrapolling /1ms response providing pinpoint accuracy and lighting fast speed.

Five programmable, ultra-large non-slip buttons with Hyperesponse .

A 16-bit ultra-wide data channel.

Zero-acoustic Ultraslick Teflon fleet.

Always-On instant response.

Award-winning On-The-Fly sensitivity drivers.

Right-handed form factor.

Razer has been building quality input devices since 1999, which makes it one of the select manufacturers in the industry. As the worldwide leader in high-performance input devices for the quickly growing field of motion control, Razer Pro|Solutions are precision instruments built to last, and to deliver increased productivity, control and precision to professional users that demand the best from their electronic peripherals.

Sleek, streamlined and functional, the Razer Pro|Type is the first keyboard to integrate a universal iPod dock into its design, facilitating a lifestyle element prevalent in today's culture. The pairing of the iPod dock in the keyboard allows for easy synchronization and charging of all iPods without the hassle of additional wiring.

Features:

10 customizable profiles where consumers can easily configure keyboard profiles according to their needs.

10 programmable keys where consumers can switch profiles and launch applications with just a touch of a button.

Ultra touch sensitive keys for enhanced and extremely precise key response.

On-the-fly profile switching that allows viewers to swap keyboard profiles upon program detection.

A one-touch hub for multi-media programs and everyday computer functions, which includes line-out and two USB ports for convenient connection to other peripherals.

A full set of media hot keys that provide one-touch access to media programs.

A gently sloping wrist rest giving way to an ergonomic design, resulting in a mixture of comfortable usability and a clean minimalist design with a pure white exterior paired with blue ambient light.

The Razer Pro|Click Mobile is the most precise Bluetooth notebook mouse in the world today, catered for individuals on the go or whenever space is a constraint.

Features:

1200 DPI Infrared Sensor.

Bluetooth 2.0 (with Adaptive Frequency Hopping).

Ambidextrous design.

Long Battery Life.

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<![CDATA[Monster PS3 Cables Coming]]> Monster has announced a line of GameLink audio and video cables for the Playstation 3.

The cables, Monster says, both enhance the audio and video throughput and look snazzy. They better for $30 to $100 a pop.

"The PlayStation 3 is a state-of-the-art entertainment platform," said Noel Lee, The Head Monster at Monster Cable. "But experiencing its exceptional audio and video capabilities means it's crucial to properly connect it with high-performance cables - something that's not found inside the box. The PS3's HD games and 1080p-capable Blu-ray Disc movies can be amazing, but not when you hook it up with inferior or general-use cables. That's why we crafted GameLink specifically for the PS3 — so it could be enjoyed the way it was truly meant to be experienced."

Are you planning on buying any after-market cables for your Playstation 3? I didn't for my Xbox 360, but I suspect I will have to buy an HDMI splitter this time around.

Monster Hook-Ups for PS3 [Game Daily]

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<![CDATA[Audio: Microsoft Blogger Breakfast]]> petermoore.jpg

Microsoft invited several bloggers to breakfast during the Game Developers Conference to chat about Microsoft, the Xbox 360 and what ever else popped into our little heads.

Peter Moore, Chris Satchell, Larry "Major Nelson" Hyrb, John Porcaro and Cesar Menendez were on hand to answer questions. The bloggers in attendance were Joel Johnson, executive editor of Gawker's tech sites; Brian Crecente, that would be me; Christopher Grant with Xbox 360 Fanboy and Joystiq; Gaming Steve and Gamer Andy.

The dealio lasted about an hour and a half. We touched on if Microsoft is entering the portable gaming market (they dodged), the failure of the 360 launch in Japan (Moore described the launch as a plane with two engines on fire going in for a landing), when the core pack is getting killed, innovation on the 360, supply issues and Nintendo's strategy in the next-gen war. (Moore sort of says that the console war is now a two dog fight for mass market gaming.) Oh and he totally dances around the whole "Vista is delayed" issue.

I planned on writing all of this up earlier this week but my flu and massive MT technical issues have thwarted my attempts. For now, I thought I would just upload the whole audio recording from the breakfast.

The guy asking the first question is Joel Johnson (about portable gaming), I asked the follow up question (mentiong the Business Week story). Peter Moore answered most of the questions. The rest you can probably figure out.

gangstabloggersinthehouse.jpg

Download the MP3 here.

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<![CDATA[Game Sounds]]>

The PBS gaming sound test is more of a trip down an audible memory lane than an actual test, at least for 30-somethings and older. I got an 18 out of 18, but I almost missed one or two.

Wow, that Galaga sound is embedded in my brain. I swear to God I almost started pounding the desk in front of me with two fingers when I heard it.

Name that Game [PBS, thanks Justin]

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<![CDATA[PSP Bluetooth Audio Dongle]]>

This is kinda cool, a company called Ever-E has come up with a Bluetooth dongle for the Playstation Portable that will allow you to transmit music from your PSP to Bluetooth enabled headphones. I personally don't see myself using something like this, because I still don't see the PSP as a music playing device, but who knows, maybe that will change.

PSP Bluetooth Audio Dongle [Ever-E]

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