This is the 16th and final installment in guest blogger Steve Lagudi’s series on Guitars & Bass in a Live Setting – if you missed his previous blog post, you can read it here.
Steve hanging out with us at our NAMM 2014 booth.
The Audio-Technica Blog
This is the first installment in guest blogger Frank Klepacki’s series on music production. Today Frank looks at how evolving technology affected the development of video game music.
For the longest time, video game music had a bit of a stigma associated with it – “It’s all a bunch of bleeps and blips.” While the early days of video games – the era of the Atari 2600 – certainly represented that, people fail to realize that games outgrew that more quickly than they think.
In the mid-’80s heyday of arcades, and the release of the Nintendo Entertainment System, the music was using basic FM synthesis such as square waves and saw waves to play back a minimal 4 monophonic channels of music. Even with those limitations, though, some of the games’ music was still very cleverly composed, and remains memorable even today. The “Super Mario Brothers” themes are a prime example of this.
Summer may be coming to an end, but for us that means one thing: time for the Audio Engineering Society (AES) Convention!
With little more than a couple clicks in a search engine you can find countless articles on the best workout headphones, the best exercise headphones, or even the best running headphones.
But what all of those blogs, articles, and top 10 lists fail to mention are the best exercises to perform with headphones. From running to lifting, when are the best times to put on headphones, shut out the world, and break a sweat?
In all seriousness, Audio-Technica wants to see where you’re going this summer (and what you’re hearing when you get there). It’s a simple process: just print out a copy of #ATMicMan, take him with you and snap a photo of him at your destination.