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	<title>Game Audio Relevance</title>
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		<title>Game Audio Relevance</title>
		<link>http://gameaudiorelevance.iasig.org</link>
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		<title>Kinect for Windows Audio Fundamentals</title>
		<link>http://gameaudiorelevance.iasig.org/2012/02/21/kinect-for-windows-audio-fundamentals/</link>
		<comments>http://gameaudiorelevance.iasig.org/2012/02/21/kinect-for-windows-audio-fundamentals/#comments</comments>
		<pubDate>Wed, 22 Feb 2012 04:29:30 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[3D Audio]]></category>
		<category><![CDATA[Audio Programming]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Speech Recognition]]></category>
		<category><![CDATA[Video]]></category>

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		<title>#AltDevBlogADay &#8211; An Example in Data-Oriented Design: Sound Parameters </title>
		<link>http://gameaudiorelevance.iasig.org/2011/12/20/altdevblogaday-an-example-in-data-oriented-design-sound-parameters/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/12/20/altdevblogaday-an-example-in-data-oriented-design-sound-parameters/#comments</comments>
		<pubDate>Wed, 21 Dec 2011 05:17:20 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[AltDevBlogADay]]></category>
		<category><![CDATA[Sound Parameters]]></category>
		<category><![CDATA[Sound Programming]]></category>

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		<description><![CDATA[Tagged: AltDevBlogADay, Game Audio, Sound Parameters, Sound Programming<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1647&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<title>Wwise: Extending the Wwise-Cube integration &#8211; Real-Time Parameter Controls</title>
		<link>http://gameaudiorelevance.iasig.org/2011/12/07/wwise-extending-the-wwise-cube-integration-real-time-parameter-controls/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/12/07/wwise-extending-the-wwise-cube-integration-real-time-parameter-controls/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 12:14:32 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Audio Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Cube]]></category>
		<category><![CDATA[Graham Gatheral]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[RTPCs]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[Wwise]]></category>

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		<title>Wwise: Extending the Wwise-Cube integration &#8211; Music transitions</title>
		<link>http://gameaudiorelevance.iasig.org/2011/12/07/wwise-extending-the-wwise-cube-integration-music-transitions/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/12/07/wwise-extending-the-wwise-cube-integration-music-transitions/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 12:14:23 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Audio Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Cube]]></category>
		<category><![CDATA[Graham Gatheral]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[music transitions]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[Wwise]]></category>

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		<description><![CDATA[Tagged: Audio Programming, C++, Cube, Game Audio, Graham Gatheral, Implementation, music transitions, Technical Sound Design, Wwise<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1645&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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			<media:title type="html">gameaudiorelevance</media:title>
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		<item>
		<title>Wwise: Extending the Wwise-Cube integration &#8211; Separating player/monster footsteps</title>
		<link>http://gameaudiorelevance.iasig.org/2011/12/07/wwise-extending-the-wwise-cube-integration-separating-playermonster-footsteps/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/12/07/wwise-extending-the-wwise-cube-integration-separating-playermonster-footsteps/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 12:13:56 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Audio Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Cube]]></category>
		<category><![CDATA[footsteps]]></category>
		<category><![CDATA[Graham Gatheral]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[Wwise]]></category>

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		<description><![CDATA[Tagged: Audio Programming, C++, Cube, footsteps, Game Audio, Graham Gatheral, Implementation, Technical Sound Design, Wwise<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1644&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<title>UDK: Water collisions</title>
		<link>http://gameaudiorelevance.iasig.org/2011/12/07/udk-water-collisions/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/12/07/udk-water-collisions/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 12:08:49 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Graham Gatheral]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[Kismet]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[Sound Actors]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Unreal]]></category>

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		<description><![CDATA[Tagged: Game Audio, Graham Gatheral, Implementation, Kismet, Scripting, Sound Actors, Technical Sound Design, UDK, Unreal<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1643&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<title>UDK: A basic Doppler effect simulation</title>
		<link>http://gameaudiorelevance.iasig.org/2011/12/07/udk-a-basic-doppler-effect-simulation/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/12/07/udk-a-basic-doppler-effect-simulation/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 12:08:34 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Doppler]]></category>
		<category><![CDATA[Graham Gatheral]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[Kismet]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Unreal]]></category>

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		<title>UDK: Warehouse party scenario</title>
		<link>http://gameaudiorelevance.iasig.org/2011/12/07/udk-warehouse-party-scenario/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/12/07/udk-warehouse-party-scenario/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 12:08:19 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Graham Gatheral]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[Kismet]]></category>
		<category><![CDATA[Reverb Volumes]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Unreal]]></category>

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		<title>UDK: Door open/close sequence</title>
		<link>http://gameaudiorelevance.iasig.org/2011/12/07/udk-door-openclose-sequence/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/12/07/udk-door-openclose-sequence/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 12:08:09 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Graham Gatheral]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[Kismet]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Unreal]]></category>

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		<title>Interview: &#039;Assassin&#8217;s Creed: Revelations&#039; composer Lorne Balfe</title>
		<link>http://gameaudiorelevance.iasig.org/2011/12/06/interview-assassins-creed-revelations-composer-lorne-balfe/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/12/06/interview-assassins-creed-revelations-composer-lorne-balfe/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 19:15:24 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Air Studios]]></category>
		<category><![CDATA[Assassins Creed]]></category>
		<category><![CDATA[composer]]></category>
		<category><![CDATA[Game Music]]></category>
		<category><![CDATA[Lorne Balfe]]></category>
		<category><![CDATA[Skylanders]]></category>

		<guid isPermaLink="false">http://gameaudiorelevance.iasig.org/2011/12/06/interview-assassins-creed-revelations-composer-lorne-balfe/</guid>
		<description><![CDATA[Tagged: Air Studios, Assassins Creed, composer, Game Audio, Game Music, Lorne Balfe, Skylanders<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1639&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[Tagged: Air Studios, Assassins Creed, composer, Game Audio, Game Music, Lorne Balfe, Skylanders<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1639&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">gameaudiorelevance</media:title>
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		<title>Sound Byte: Meet the Composer &#8211; Christophe Heral</title>
		<link>http://gameaudiorelevance.iasig.org/2011/12/04/sound-byte-meet-the-composer-christophe-heral/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/12/04/sound-byte-meet-the-composer-christophe-heral/#comments</comments>
		<pubDate>Sun, 04 Dec 2011 09:05:14 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Christophe Heral]]></category>
		<category><![CDATA[composer]]></category>
		<category><![CDATA[Game Music]]></category>
		<category><![CDATA[Rayman Origins]]></category>
		<category><![CDATA[Ubisoft]]></category>

		<guid isPermaLink="false">http://gameaudiorelevance.iasig.org/2011/12/04/sound-byte-meet-the-composer-christophe-heral/</guid>
		<description><![CDATA[Tagged: Christophe Heral, composer, Game Audio, Game Music, Rayman Origins, Ubisoft<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1638&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[Tagged: Christophe Heral, composer, Game Audio, Game Music, Rayman Origins, Ubisoft<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1638&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://gameaudiorelevance.iasig.org/2011/12/04/sound-byte-meet-the-composer-christophe-heral/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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			<media:title type="html">gameaudiorelevance</media:title>
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		<item>
		<title>Behind the Music: Gaming&#039;s Best Composers Speak</title>
		<link>http://gameaudiorelevance.iasig.org/2011/11/19/behind-the-music-gamings-best-composers-speak/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/11/19/behind-the-music-gamings-best-composers-speak/#comments</comments>
		<pubDate>Sat, 19 Nov 2011 17:20:57 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Composers]]></category>
		<category><![CDATA[Cris Velasco]]></category>
		<category><![CDATA[Dead Space]]></category>
		<category><![CDATA[Game Music]]></category>
		<category><![CDATA[Jason Graves]]></category>
		<category><![CDATA[Mass Effect]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Red Orchestra]]></category>
		<category><![CDATA[Sam Hulick]]></category>
		<category><![CDATA[Sascha Dikiciyan]]></category>
		<category><![CDATA[Warhammer]]></category>

		<guid isPermaLink="false">http://gameaudiorelevance.iasig.org/2011/11/19/behind-the-music-gamings-best-composers-speak/</guid>
		<description><![CDATA[Tagged: Composers, Cris Velasco, Dead Space, Game Audio, Game Music, Jason Graves, Mass Effect, Music, Red Orchestra, Sam Hulick, Sascha Dikiciyan, Warhammer<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1637&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[Tagged: Composers, Cris Velasco, Dead Space, Game Audio, Game Music, Jason Graves, Mass Effect, Music, Red Orchestra, Sam Hulick, Sascha Dikiciyan, Warhammer<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1637&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">gameaudiorelevance</media:title>
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		<title>Gamasutra: Feature &#8211; The Shifting Saga Of Sound Shapes</title>
		<link>http://gameaudiorelevance.iasig.org/2011/11/18/gamasutra-feature-the-shifting-saga-of-sound-shapes/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/11/18/gamasutra-feature-the-shifting-saga-of-sound-shapes/#comments</comments>
		<pubDate>Fri, 18 Nov 2011 16:57:36 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Game Music]]></category>
		<category><![CDATA[Interactive Music]]></category>
		<category><![CDATA[Jon mak]]></category>
		<category><![CDATA[queasy games]]></category>
		<category><![CDATA[Sound Shapes]]></category>
		<category><![CDATA[Vita]]></category>

		<guid isPermaLink="false">http://gameaudiorelevance.iasig.org/2011/11/18/gamasutra-feature-the-shifting-saga-of-sound-shapes/</guid>
		<description><![CDATA[Tagged: Game Audio, Game Music, Interactive Music, Jon mak, queasy games, Sound Shapes, Vita<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1636&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[Tagged: Game Audio, Game Music, Interactive Music, Jon mak, queasy games, Sound Shapes, Vita<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1636&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
			<wfw:commentRss>http://gameaudiorelevance.iasig.org/2011/11/18/gamasutra-feature-the-shifting-saga-of-sound-shapes/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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			<media:title type="html">gameaudiorelevance</media:title>
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		<title>Unreal Engine 3: Ambient Zones</title>
		<link>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-ambient-zones/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-ambient-zones/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 08:53:04 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Ambient]]></category>
		<category><![CDATA[ambient zones]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[occlusion]]></category>
		<category><![CDATA[Reverb]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[UE3]]></category>
		<category><![CDATA[Unreal]]></category>

		<guid isPermaLink="false">http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-ambient-zones/</guid>
		<description><![CDATA[Tagged: Ambient, ambient zones, Epic, Game Audio, Implementation, occlusion, Reverb, Technical Sound Design, Tools, UDK, UE3, Unreal<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1632&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[Tagged: Ambient, ambient zones, Epic, Game Audio, Implementation, occlusion, Reverb, Technical Sound Design, Tools, UDK, UE3, Unreal<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1632&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">gameaudiorelevance</media:title>
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	</item>
		<item>
		<title>Unreal Engine 3: Sound Actors</title>
		<link>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-audio-system-2/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-audio-system-2/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 08:53:00 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[ambient sound]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[Sound Actors]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[UE3]]></category>
		<category><![CDATA[Unreal]]></category>

		<guid isPermaLink="false">http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-audio-system-2/</guid>
		<description><![CDATA[Tagged: ambient sound, Epic, Game Audio, Implementation, Sound Actors, Technical Sound Design, Tools, UDK, UE3, Unreal<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1631&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[Tagged: ambient sound, Epic, Game Audio, Implementation, Sound Actors, Technical Sound Design, Tools, UDK, UE3, Unreal<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1631&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">gameaudiorelevance</media:title>
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	</item>
		<item>
		<title>Unreal Engine 3: Unreal Sound Cue Editor User Guide</title>
		<link>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-unreal-sound-cue-editor-user-guide/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-unreal-sound-cue-editor-user-guide/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 08:52:58 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[editor]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[SoundCues]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[UE3]]></category>
		<category><![CDATA[Unreal]]></category>

		<guid isPermaLink="false">http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-unreal-sound-cue-editor-user-guide/</guid>
		<description><![CDATA[Tagged: editor, Epic, Game Audio, Implementation, SoundCues, Technical Sound Design, Tools, UDK, UE3, Unreal<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1630&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[Tagged: editor, Epic, Game Audio, Implementation, SoundCues, Technical Sound Design, Tools, UDK, UE3, Unreal<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1630&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">gameaudiorelevance</media:title>
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		<item>
		<title>Unreal Engine 3: Dialog System</title>
		<link>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-dialog-system/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-dialog-system/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 08:52:55 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[dialogue]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[GUDS]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[UE3]]></category>
		<category><![CDATA[Unreal]]></category>

		<guid isPermaLink="false">http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-dialog-system/</guid>
		<description><![CDATA[Tagged: dialogue, Epic, Game Audio, GUDS, Implementation, Technical Sound Design, Tools, UDK, UE3, Unreal<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1629&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[Tagged: dialogue, Epic, Game Audio, GUDS, Implementation, Technical Sound Design, Tools, UDK, UE3, Unreal<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1629&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">gameaudiorelevance</media:title>
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		<item>
		<title>Unreal Engine 3: Distance Model Attenuation</title>
		<link>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-distance-model-attenuation/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-distance-model-attenuation/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 08:52:50 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[attenuation]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[UE3]]></category>
		<category><![CDATA[Unreal]]></category>

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		<description><![CDATA[Tagged: attenuation, Epic, Game Audio, Implementation, Technical Sound Design, Tools, UDK, UE3, Unreal<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1628&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">gameaudiorelevance</media:title>
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		<item>
		<title>Unreal Engine 3: Mobile Audio System</title>
		<link>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-mobile-audio-system/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-mobile-audio-system/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 08:52:27 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[UE3]]></category>
		<category><![CDATA[Unreal]]></category>

		<guid isPermaLink="false">http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-mobile-audio-system/</guid>
		<description><![CDATA[Tagged: Epic, Game Audio, Implementation, Mobile, Technical Sound Design, Tools, UDK, UE3, Unreal<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gameaudiorelevance.iasig.org&amp;blog=23212899&amp;post=1627&amp;subd=gameaudiorelevance&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<title>Unreal Engine 3: Audio System</title>
		<link>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-audio-system/</link>
		<comments>http://gameaudiorelevance.iasig.org/2011/11/08/unreal-engine-3-audio-system/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 08:51:57 +0000</pubDate>
		<dc:creator>gameaudiorelevance</dc:creator>
				<category><![CDATA[Game Audio]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[Implementation]]></category>
		<category><![CDATA[Technical Sound Design]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[UE3]]></category>
		<category><![CDATA[Unreal]]></category>

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