“Step sounds in a game is a sample being repeated, and then people start to make little variations in pitch of this sample. And then they became increasingly sophisticated with middleware, and so a whole set of software emerged, a type of software game, audio middleware, that serves only the purpose of making sound, usually sample-based sounds, pleasurable to use in an interactive context. And there are many different strategies, layering, adaptive mixing, even spectral shaping and stuff like that. And, of course, generative approaches as well are coming in, and that’s so interesting.” – Daniel Hug This episode is the second half of my conversation with sound and interaction designer, researcher, and head of the Sound Design MA at Zurich University of the Arts, Daniel Hug, as we talk about what the Avengers and Matrix movies can teach us about sound design, how video games helped pave the way for audio-first UX, and the importance of learning not just music but the language of sound. As always, if you have questions for my guest, you’re welcome to reach out through the links in the show notes. If you have questions for me, visit audiobrandingpodcast.com, where you’ll find a lot of ways to get in touch. Plus, subscribing to the newsletter will let you know when the new podcasts are available, along with other interesting bits of audio-related news. And if you’re getting some value from listening, the best ways to show your support are to share this podcast with a friend and leave an honest review. Both those things really help, and I’d love to feature your review on future podcasts. You can leave one either in written or in voice format from the podcast’s main page. I would so appreciate that. (0:00:00) - The Evolution of Sound Design As we start the second half of our discussion, Daniel and I talk about how Hollywood blockbusters have shown that a strong first impression can have diminishing returns, and how video-game design demonstrates the value of planning for repetition when it comes to sound. “Game sound, I always say, it has taught me probably the most about interactive or use-oriented sound design,” he explains. “Although you would not expect it from there, it’s not product sound design, it has nothing to do with cars or appliances or whatever, but it’s the [same] basic mechanisms. It’s about interaction.” We talk about his work on electric vehicle soundscapes and the sound designs in sci-fi movies that helped shape his design philosophy. “The sound of the car changes based on the way I press the gas pedal,” he says. “So if I’m being too aggressive, the sound can actually tell me, make me feel that, oh, now you’re overdoing it. And that’s what a film sound designer would do in a science-fiction film.” (0:14:37) - Empowering Sound Design for Everyday Life Daniel tells us more about the considerations that go into automobile sound design, including legal concerns that go well beyond the car’s interior. “In Europe,” he tells us, “they have this regulation that from zero to thirty you have to have some noise generator. So even Teslas have, since, I don’t know how many years, but eventually they started to make noise as well.” We talk about how COVID and the shift to virtual spaces and online content brought more attention to sound design, and how the language to describe sounds is still evolving. “We have all kinds of visual languages that are established and normative, so to say,” he explains. “They tell us how to think, or to think of a certain image. In sound, especially if it’s non-musical, this is often missing. We have to come up with something.” Episode...