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David Murrant

Sony PlayStation's David Murrant uses Sound Forge to bring some of the video game world's hottest titles to life


If you own a Sony® PlayStation® system, chances are you've experienced sounds that David Murrant and his team have created and edited in Sound Forge® software. Here, Murrant discusses the ways in which Sound Forge software has shaped his creative process, and the reason why professionals in the sound and video world shouldn't be so Mac-centric.


Sony Creative Software: What position do you hold over at Sony PlayStation?


David Murrant: I'm the sound design manager, which means I look after post-production, dialogue, and sound design for all the projects.


SMS: How specifically does Sound Forge fit into your workflow?


DM: We use it in our day to day processing of data. We start doing sound design on the Mac® side with Pro Tools® software, and then we bring it over to Sound Forge software to manipulate, process, and add effects to sounds before we do final cuts and drop them into the games.


I've used all of the two-track editors out there, but ultimately I've not found a better one than Sound Forge.


SMS: What can you not do in Pro Tools that makes Sound Forge such a necessary piece of equipment for you and your team?


DM: Two things. A lot of our altering is done on the PC side, so having a great two-track editor like Sound Forge software makes it easier for us to open up the sound file and do our edits to it. Then we can re-export and get it back in. Pro Tools is a great tool, but when we just need a good two-track editor, Sound Forge is the best.


SMS: How long have you been using Sound Forge professionally?


David MurrantDM: All the way back to version 4, I think.


SMS: How has the product changed to improve your work flow?


DM: Version 4.5, which was kind of an industry standard in my mind, gave you the ability to use DirectX® plug-ins. Now in version 8, having the ability to use professional, high-end audio plug-ins in a two-track editor has been great. The batch editor has also been stellar as well. Having the ability to queue up all your effects, and drag-and-drop in a whole folder's worth of data and process it is great.


SMS: What are some of the video game titles that you've used Sound Forge on?


DM: I've used it on over 100 titles. Most recently, we've used it on PlayStation titles like SOCOM: U.S. Navy SEALS I, II, and 3, God Of War, Rise To Honor and Syphon-Filter: The Omega Strain.


SMS: A lot of people in the film world have this misconception that everything has to be done on Macs; that this is the only relevant platform for their job. What would you say to those people?


DM: That's a big question. For me, Pro Tools software is an industry standard for film and for video games in creating multi-track post-production, editing and sound design. But ultimately, I've not found a better two-track editor than Sound Forge software, and I've used all of the two-track editors out there. I think the power of the PC is great and getting stronger. There are a lot of people moving over to other systems, and I think the PC is a very strong audio platform. I just think there's been a lot of resistance because you go into a studio and it's got Pro Tools. Everybody knows it. I think that, given the opportunity, the PC would totally take off. I don't think the Mac itself is reason to look at that platform and go, "Okay, that's the only one that does audio." I think the PC has a lot of untapped potential. I grew up doing music on Ataris then went to PC. I did a lot of my early sound design work with Cool Edit until I found Sound Forge, I don't know, 10 years ago. It's been my staple ever since.


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