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Primeri s interneta (nije provereno)

Motoric functions are generated by adaptive audio, which dynamically reacts to the game action.

The sound designer Andrew Clark explains the scenario :

[T]he archetypal example of adaptive audio is the sound of a car engine in a racing game—when the user steps on the gas, the effect must change to reflect the engine’s changing RPM (revolutions per minute).

www.see-this-sound.at

Motorische Funktionen werden durch adaptiven Klang erzeugt, der dynamisch auf die Spielhandlung reagiert.

Der Sound Designer Andrew Clark führt in diesem Zusammenhang aus :

[t]he archetypal example of adaptive audio is the sound of a car engine in a racing game – when the user steps on the gas, the effect must change to reflect the engine’s changing RPM (revolutions per minute).

www.see-this-sound.at

2012 BA in Film from ZHdK.

Works as sound designer and documentary filmmaker between Cologne and Zurich .

2013 Founds Maxdrux Multimedia & Film GmbH.

www.swissfilms.ch

2012 Bachelor in Film der ZHdK.

Arbeitet als Tongestalter und Dokumentarfilmer, zwischen Köln und Zürich.

2013 Gründung der Maxdrux Multimedia & Film GmbH.

www.swissfilms.ch

Must-Haves

Several years of work experience as sound designer ( or in a similar position )

Experience with foley recording, as well as voice recording

www.deepsilver.com

Must-Haves

Mehrjährige Berufserfahrung als Sound Designer ( oder in einer ähnlichen Position )

Erfahrung mit Foley Recording, sowie Sprecher Recording

www.deepsilver.com

Primeri s interneta (nije provereno)

Motorische Funktionen werden durch adaptiven Klang erzeugt, der dynamisch auf die Spielhandlung reagiert.

Der Sound Designer Andrew Clark führt in diesem Zusammenhang aus :

[t]he archetypal example of adaptive audio is the sound of a car engine in a racing game – when the user steps on the gas, the effect must change to reflect the engine’s changing RPM (revolutions per minute).

www.see-this-sound.at

Motoric functions are generated by adaptive audio, which dynamically reacts to the game action.

The sound designer Andrew Clark explains the scenario :

[T]he archetypal example of adaptive audio is the sound of a car engine in a racing game—when the user steps on the gas, the effect must change to reflect the engine’s changing RPM (revolutions per minute).

www.see-this-sound.at

Must-Haves

Mehrjährige Berufserfahrung als Sound Designer ( oder in einer ähnlichen Position )

Erfahrung mit Foley Recording, sowie Sprecher Recording

www.deepsilver.com

Must-Haves

Several years of work experience as sound designer ( or in a similar position )

Experience with foley recording, as well as voice recording

www.deepsilver.com

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