Game Audio Book Asbjoern Andersen


Senior Audio Director & Music Director Rob Bridgett has worked on titles such as Shadow of the Tomb Raider - and has just released 100 Unusual, Novel and Surprising Ways to be a Better Sound Designer in Video Games, a handbook for game audio developers.

Here, we're happy to share an excerpt from the book, the story behind the book + insights from Rob Bridgett on making the sound for Shadow of the Tomb Raider & more:


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Animal Hyperrealism IV pre-launch deal

 

 

Sound Is Not A Service* (*Except when it needs to be)
– an excerpt from the book:

 

S hould you serve? Or dominate?

Before you try to choose or align yourself with one of these extreme positions, don’t bother, they are both the wrong place to be…

To begin, let’s start by thinking about this statement:

“Sound needs to be a principal collaborator in the creative vision of the entire game”
– GameAudioCulture

Many of you will take this as a rallying cry to storm the offices of upper management and demand equal space at the table. Perhaps rightly so. Sound has been relegated to the service end of the collaborative and creative industries for a long time now. The statement is indeed intended to help lift audio out of the service culture that it has more than occasionally become, but it isn’t intended to propel sound folks into the same seat as the creative director, or even worse, into a direct clash with your creative peers.

Yes, sound does need to be a principal collaborator in the creative process, but the work also needs to be executed on time and ideally within budget.

While it may be true that sound itself, at the creative and directorial-vision level isn’t a service, certain more practical parts and elements of sound production need to be a service.

There should ideally be members of the sound team who are sometimes principal collaborators, and at other times performing a service role. Context is everything. The ability to read the context and react accordingly to provide the right kind of sound ‘response’ in the right moment is the tricky stuff of human interaction. Certainly, trust and personality play the bigger role here. But this is the essential part of the role of sound on a creative team, and what I think is a strength in the kinds of people who generally tend to work in sound, is that they already seem to have this in-built- flexibility.

The role, approach and needs of sound are *fluid* throughout creation and execution, based on what is needed in that moment, and so must we be as sound professionals

It is important to really get your head around the fact that the role, approach and needs of sound are *fluid* throughout creation and execution, based on what is needed in that moment, and so must we be as sound professionals.

So, as I see it, two ‘stances’ of a sound creative may simultaneously exist.

1. Principal Collaborator Mode – a strong, directorial, visionary voice is necessary and required for working creatively to define and communicate the identity and vision of the sound. (Ideas)

2. Service Mode – no matter who or what is at fault, we’ll make it right and ensure you are happy with the results. We’ll get this thing out of the door. (Execution)

Two completely different modes that can absolutely, in fact must, co-exist, in order to create and execute the sound (and music and voice) in a game. This is a special tension that helps make the role more interesting (or at least that’s the way I like to see it).

There are also differing blends of these two modes than can often be adopted, whereby during the delivery of something on a deadline (service) a thoughtful comment or suggestion can be offered to improve whatever it is you are working on (collaborator). This may not be a ‘principal’ collaborator, but it is nonetheless a collaborative moment, and opportunity, that can be seized upon, and could eventually lead to more trust and more collaborative input in the future.

It’s never completely black and white. That is not to say there is no room to be creative on the service side, with lots of suggestions and ideas to improve, and similarly there can be room in the directorial visionary’s approach to listen, accommodate the ideas and thoughts of others, and to work to establish a vision that works for *everyone*.

The idea of taking a position (never begin with the extremes!), then leaning into the other position based on where the process dynamically goes, is at the heart of collaboration! Sometimes you will need to take an extreme position in extreme circumstances, but it’s not a healthy place to stay for long.

The idea of taking a position (never begin with the extremes!), then leaning into the other position based on where the process dynamically goes, is at the heart of collaboration

An enjoyable analogy can be found in this quote from clothing designer Errolson Hugh regarding the incorporation of an athletic stance in his design…
“We came up with this thing called an “all-conditions fit,” which was inspired by the way athletes stand and how they’re always in this sort of “ready” stance before they’re about to make a movement – flexing the limbs and coiling yourself together so that you can ultimately uncoil to move. So rather than drafting the patterns in a standard way, which would be a straight-standing still body, like how a suit is cut, we drafted them in motion. That gives this articulation about the range of motion and produces a really interesting silhouette.” – Errolson Hugh ACG interview 2016

In perhaps just the way that Errolson designed the clothing to accommodate a range of moves, from relaxed to high performance situations, the studio spaces, teams, cultures, tools and pipelines that we are responsible for should be similarly accommodating from that central ‘ready stance’ position – and not from the more rigid stances at each extreme. So, no matter where your day, week or year takes you, you’ll ideally always need to return to that central ‘ready’ stance position.

A vision without compromise is the vision of a single creator. However, the reality of a ‘vision’ in any multidisciplinary production environment is one of continual compromise and movement of ideas.

 
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Rob Bridgett, on the new game audio book:

 

What is this new book about?
The title is a reference to old self-help books, it feels like the kind of book we would have had if game audio were a popular thing back in the 70’s or early 80’s like photography or super8 film-making – It could easily also have been called ‘Zen and the Art of Game Audio’, or ‘The Hitchhiker’s Guide to Game Audio’.

The book is a spiritual sequel to ‘Game Audio Culture’, which came out 6 years previously… it’s a continuation of those short essays about similar kinds of topics; how we can work better on cross-discipline teams, what skills do we need to learn and apply as game audio practitioners beyond the technical skills which, for me, are simply a ‘given’.

I also go into some of the topics I always seem to end up chatting about when i’m at conferences or meeting other game audio or game dev folks – stuff like awards, or studio closures and layoffs, these are big topics that affect most of us at some point in our careers, and again, just like the creative and collaborative stuff, they never get written about that much. I want all of these books to feel like ‘the bits that you don’t get taught in college’ – kind of ‘what is it *really* like to work in game audio?’

Anyway, because the book is this loose-knit collection of these mini-essays, I found it very hard to find a way to tie all these chapters together so they felt like a single linear book and this is where the ‘choose-your-own-adventure’ structure came in very handy – this meant that I could randomly link all the chapters together, and just have the reader choose which part they wanted to go to next through a game audio story line wrapper. Keeping the book interactive felt like a very natural thing to do given the industry we are working in. I did also tweak the title right at the last minute from ‘100 Practical…’ to ‘100 Unusual…’ – just because, I realized there isn’t that much practical information in there. I added a list of 100 items at the end of the book, which is a mix between an oblique strategies and a self-help list, which fulfils the promise of the title quite nicely at the end.


Popular on A Sound Effect right now - article continues below:


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  • Level up with Kawaii UI 2 the perfect companion to Kawaii UI.
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  • Fancy a vocal cat? Introducing the first 20 cats of the Istanbul cat federation! Find the true sound of it with Vadi Sound Library.

    About Cats of Istanbul Vol. 1

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    Deep heavy metal, crunchy snow, old boat wood, crisp grass, gritty dirt, clean tile – this library has it all. Not only does this library contain walking but it's got pretty much every performance you can think of, from scuffs to jumps and lands and scrapes. With this library you can cut Foley for pretty much any film or game that comes your way.

    Highlights:

    • 17 different Performances – From slow walk to RUN, 5 scrapes, bodyfall/land, stomps and more
    • Every file is labeled with a description of the shoe, surface and performance type.
    • Every folder has a picture of the shoe and surface plus a description of the distance of the mic from the Foley walker.
    • Combine wood creak sweeteners with Ultimate Interiors wood for scary creaky wood or add grit to a clean interior to give character.
    • Same recording studio mics and preamps used in over 50 major motion pictures
    • Same boots that were used for Sylvester Stallone in The Expendable
    • Mix and match shoes, surfaces and sweeteners to make your own custom characters
    • Can be used as a stereo or separated and mixed/matched as a mono depending which mic works best for your project

    Specs:

    Foot wear type:
    Boots, Dress Shoes, Flats, Heels, Sneakers.

    Performances:
    Extremely Slow Walk, Medium Slow Walk, Walk, Jog, Run, Stairs Slow, Stairs Fast, Stomp, Land, Scuff, Scrape 1, Scrape 2, Scrape 3, Scrape 4, Scrape 5.

    Surface Types:
    Asphalt, Carpet 1, Carpet 2, Concrete, Hardwood, Hardwood house, Hardwood deep, Hardwood parquet, Hardwood boat wood, Hardwood Dock, Lino, Marble, Tile, Dirt, Grass, Metal grate, Diamond plate Metal, Metal Slab, Wood Creak 1 old, Wood Creak 2, Gravel, Rocks, SNOW!!, Puddle, Water shallow, Water Deep.

  • City Life Sound Effects Sounds & Ambiences of London Play Track 101+ sounds included, 264 mins total From: $60

    Get the sounds and ambiences of London: Here are 101 authentic recordings from the English capital.

    Featuring crowd sounds, traffic, general ambience, underground / tube, church bells, emergency and much more, this library is the perfect backdrop to any film / theatre project in need of that lively, living city sound. Detailed file names plus Soundminer, ID3 v2.3.0 and RIFF INFO metadata embedded.

    In total, this library gets you more than 4 hours of atmospheric London sounds!

    Sounds captured at famous (and some not-so-famous) London locations and landmarks such as:
    Alexandra Palace • Borough Market • Bricklayers Arms • British National Gallery • Buckingham Palace • Cardington Street • Carnaby Street • Chelsea Wharf • China Town • Courtyard Gallery • Covent Garden • Euston Station • Festival Pier • Gough Square Warwick Court • Greenwich Foot Tunnel • Hyde Park • Islington Green • Joseph Grimaldi Park • King’s Cross underground station • London Eye • London Underground • Old Compton Street • Palladium Theatre • Piccadilly Circus • Pubs around London • River Thames • Royal Horticultural Halls • Seven Dials • Shaftesbury Avenue • Soho • Somerset House • Southbank • Southbank Skatepark • Southbank Tower • Southwark Street • St Paul’s Church gardens • The Strand • Theatre Royal • Trafalgar Square • Warwick Court • West End • Whitechapel

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Latest releases:

  • Hand Combat Sound Effects Massive Punches Play Track 505 sounds included, 1 mins total $29.99

    MASSIVE PUNCHES – 505 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Massive Punches comes in at over 1 minute, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Massive Punches filenames are in the Universal Category System format with additional Metadata baked-in.

    Don’t need a Massive amount of Punch sound effects? We offer ‘Mini’ sound effect libraries as companions for all of our ‘Massive’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

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  • MINI PUNCHES – 60 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Mini Punches comes in at over 15 seconds, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Mini Punches filenames are in the Universal Category System format with additional Metadata baked-in.
    Looking for a Massive amount of Punch sound effects? We offer ‘Massive’ sound effect libraries as companions for all of our ‘Mini’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

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  • Environments & Ambiences Textured Rain Play Track 116 sounds included, 135 mins total $41.30

    Textured Rain features meticulously recorded rainfall on a wide variety of surfaces and objects. Each sound is delivered as a seamless loop, with three distinct intensities per surface for maximum flexibility.

    Captured in a controlled environment using mainly a DIY rain machine, this collection was recorded in both stereo and mono, ranging from light drizzles to heavy downpours and offering consistent, adaptable textures without unwanted background noise.

    The library includes performances on car interiors, metal and plastic props, umbrellas, vegetation, fabric, debris and more. Perfect for layering in film, games, or other audio projects, these rain loops are ideal for crafting atmospheres, enhancing ambiences, and adding realistic environmental detail.

    Loops in mono and stereo

    This sound pack have been recorded using multiple mono and stereo microphone configurations and exported as seamless loops for easy drag and drop in your project.

    Props and textures recorded

    Aluminium plate • Car interior • Fabric • Galvanized container • Galvanized tub • Glass plate • Green and dead leaves • Metal barrel • Metal roof • Metal sheets and plates • Metal scrap • Mud puddle • Newspapers • Plastic container • Plastic roof • Plastic sheet • Plastic tarps • Reed screen • Roof tiles • Shopping bags • Stainless steel sheet • Steel box • Tent • Trash bags • Trash can • Umbrellas • Water • Wheelie bin • Window skylight • Wood floor • Wood planks

    … and more!

    Gear used

    MixPre-6 II • F6 • MKH8040 • MKH30 • C411 • MKH416 • LOM Usi Pro • Oktava MK012


    Metadata

    This sound library is UCS compliant and comes with fully embedded metadata compatible with Soundly, Soundminer and Basehead.

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  • Destruction & Impact Sounds Extra Crunches Play Track 74 sounds included, 27 mins total $9.99

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  • Industrial Ambiences Airflow Collection Play Track 36+ sounds included, 157 mins total $48

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    Only acoustic recordings are used, no designed sounds. UCS compatible file names and embedded file descriptions for your comfort.

Need specific sound effects? Try a search below:


 

Why are the books all self-published?
All the books I’ve written are self-published, print-on-demand. I believe this is important for a few reasons. Firstly, the kind of books I write would never be commissioned by an editor at a publisher. I can write about anything I want in any vernacular I want, and not have to serve a publisher’s narrow focus, and market research data. Publishers tend to focus their books at the educational and technical end of the spectrum, which to me is the least interesting part to write about.

Most of the writing I have done is aimed at addressing the creative and collaborative parts of the spectrum, which, in terms of sound design for games, is where there is the least information available. The additional downside of focusing books at the technical side of game audio, is that they go out of date, exceedingly quickly. Even over the course of one year, the audio engines and game engines can evolve into almost completely different platforms, so the foundations are always shifting – certainly way too fast to capture and commit to print! Vlogs, blogs and video tutorials are much better for keeping up to date with technical information.

I was also inspired by the explosion of independent games and sound effects libraries around 2009 – 2010, so I definitely believe we need to apply this DIY production mentality to game audio publishing too, so these books are all part of that independent trend. One of the other reasons is that game audio books in general are incredibly expensive, often in the $70 – $80 range or higher, and being able to reach an audience at a non-prohibitive price point is also really important.
 

Why are there different colour covers for the book?
Like all developers, I was having a hard time making a decision about the final colour of the book – What would the final look be? What mood was I going for? a bright and breezy kind of thing, or a statement colour, or a more moody serious thing? Anyway, every time I changed the colour of the front cover I fell in love with that new colour, so in the end, rather than ME making the decision about the final look of the book, this is also something I wanted the reader to have a choice in. So, being a print-on-demand publication, I could easily just upload several different versions of the book all with varying cover colours – this way the reader gets to choose the colour at point-of-sale. I figure that this way you can match your particular personality, studio style, outfit, make-up, mood, whatever… again, that feels like a pretty obvious thing to do for a book that is about interactivity and player choice.
 

What new perspectives do you think there are in the book for the reader?
For one, a continued focus away from the technical aspects of game audio, and a move into the more personal elements, the importance of being yourself.

Another thing that came naturally was removing gender assumptions in the book. This is something that, as a reader, I find incredibly annoying in game audio books and articles, and even broader game dev writing in general – the default assumption that the player and the developer is male, or binary, feels really outdated. Everyone is welcome in game audio and game development, and we need everyone who reads about game audio to feel that they can be a part of it, and to be able to visualize themselves in the industry being successful. It is important for our writing to be inclusive and allow everyone to imagine themselves where we are without the dysphoria of reading about binaries all the time.

Also, the Futura typeface (1927) (by Paul Renner) is used throughout the book. It is a forward-looking and free flowing typeface, and I absolutely love the look of it – I picked up the bug from Field Notes brand, who use it exclusively.

 
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More from Rob Bridgett:

 

The Sound of Shadow of the Tomb Raider:



SoundWorks Collection: The Sound of Shadow of the Tomb Raider




Shadow of the Tomb Raider in Dolby Atmos | Dolby




Shadow of the Tomb Raider - Sound and Music [PEGI]


 

Rob Bridgett at GDC 2014: Better Sound Through Collaboration



Better Sound Through Collaboration


 
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A big thanks to Rob Bridgett for the insights! You’ll find Bridgett on Twitter here

 

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THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • City Life Sound Effects British Sirens Play Track 48 sounds included, 12 mins total $25

    This library consists of sounds of authentic British sirens recorded during a 3 month period in London including while in Covid-19 lockdown. The sirens’ source vehicles include ambulances, police cars, and fire trucks. Recoding techniques include recording with a spaced pair of 2 DPA 4060’s in DPA BLM6000 Boundary Layer Mount with wind protection as well as following the source with Sennheiser 8060 shotgun when opportunity allowed. As a result, the library offers 48 sounds recorded in 24bit/96kHz format delivered in 64 files with a total runtime of approximately 12 minutes. The sound was edited in RX7 to remove the occasional sounds of birds.

  • Roomtones Hospital Ambiance Play Track 24 sounds included, 59 mins total $33

    Hospital Ambiance is 59 minutes/1.80 Gb of ambiance recordings from an old hospital. 24 separate files – recorded in 24bit/96kHz A-B stereo. All sounds are UCS-compatible.

    Hospital Ambiance was recorded in the rooms and corridors of the old (now defunct) Aarhus County Hospital in Aarhus, Denmark. A prominent feature is the lack of acoustical treatment in corridors and hallways, giving a rather hard and reverberant sound, which is typical of Danish public building styles of the 1930’s and 40’s.

    Elevators and automatic doors are heavy and noisy; humming and clanking as patients and staff pass through them. Electric vehicles used to move patients and supplies around inside the complex are old and not exactly noiseless either. Finally, while I did not have access to operating rooms or the like, I did get into a couple of basement corridors, where there were less people and more Hvac noise (yay!).

    In some of the recordings, faint, muffled or smeared voices can be heard. While I have removed passages with distinctly Danish words (which might also be connected with specific, recognizable persons), there is still a certain tone and pitch to the Danish language, which may come through on occasion.
    All in all, this is the sound of a place that is no more, as this old hospital is being turned into expensive apartments or something to that effect.

  • Door Sound Effects Locker Doors Play Track 104 sounds included, 4+ mins total $12

    This is a collection of 5 different metal lockers, opened, closed, banged and handled for all of those school hallway situations you’ll come across. They are super clean and were recorded with close and “roomy” perspectives for all but one.
    Multi-channel, mono close, stereo room.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Hand Combat Sound Effects Massive Punches Play Track 505 sounds included, 1 mins total $29.99

    MASSIVE PUNCHES – 505 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Massive Punches comes in at over 1 minute, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Massive Punches filenames are in the Universal Category System format with additional Metadata baked-in.

    Don’t need a Massive amount of Punch sound effects? We offer ‘Mini’ sound effect libraries as companions for all of our ‘Massive’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    40 %
    OFF
  • MINI PUNCHES – 60 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Mini Punches comes in at over 15 seconds, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Mini Punches filenames are in the Universal Category System format with additional Metadata baked-in.
    Looking for a Massive amount of Punch sound effects? We offer ‘Massive’ sound effect libraries as companions for all of our ‘Mini’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    30 %
    OFF
  • Environments & Ambiences Textured Rain Play Track 116 sounds included, 135 mins total $41.30

    Textured Rain features meticulously recorded rainfall on a wide variety of surfaces and objects. Each sound is delivered as a seamless loop, with three distinct intensities per surface for maximum flexibility.

    Captured in a controlled environment using mainly a DIY rain machine, this collection was recorded in both stereo and mono, ranging from light drizzles to heavy downpours and offering consistent, adaptable textures without unwanted background noise.

    The library includes performances on car interiors, metal and plastic props, umbrellas, vegetation, fabric, debris and more. Perfect for layering in film, games, or other audio projects, these rain loops are ideal for crafting atmospheres, enhancing ambiences, and adding realistic environmental detail.

    Loops in mono and stereo

    This sound pack have been recorded using multiple mono and stereo microphone configurations and exported as seamless loops for easy drag and drop in your project.

    Props and textures recorded

    Aluminium plate • Car interior • Fabric • Galvanized container • Galvanized tub • Glass plate • Green and dead leaves • Metal barrel • Metal roof • Metal sheets and plates • Metal scrap • Mud puddle • Newspapers • Plastic container • Plastic roof • Plastic sheet • Plastic tarps • Reed screen • Roof tiles • Shopping bags • Stainless steel sheet • Steel box • Tent • Trash bags • Trash can • Umbrellas • Water • Wheelie bin • Window skylight • Wood floor • Wood planks

    … and more!

    Gear used

    MixPre-6 II • F6 • MKH8040 • MKH30 • C411 • MKH416 • LOM Usi Pro • Oktava MK012


    Metadata

    This sound library is UCS compliant and comes with fully embedded metadata compatible with Soundly, Soundminer and Basehead.

    30 %
    OFF
  • Destruction & Impact Sounds Extra Crunches Play Track 74 sounds included, 27 mins total $9.99

    EXTRA CRUNCHES – is an auxiliary sound library containing 74 unique sound effect files of crunches. From close up scratching and popping to loud and rough breaking and chomping. Whether it’s crunches or crumbs you’re looking for; This Extra sound effects library will help supplement the snacks and cracker needs, of your next project. Extra Crunches comes in at over 27 minutes and was recorded at 192kHz / 32bit using an ultrasonic microphone. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    50 %
    OFF
  • Industrial Ambiences Airflow Collection Play Track 36+ sounds included, 157 mins total $48

    Moody wind drafts for game & cinematic sound design can always give depth and realism to your production. This collection of airflow sounds covers structural air pressure, howling and whistling wind through doors, rattling frames and cracking stuff. Perfect for creating bunker-like atmospheres, tense survival settings, or immersive environmental layers, these sounds bring authenticity and emotion to your projects. Whether you need subtle drafts creeping through an abandoned shelter or violent gusts shaking a refuge, this library delivers a versatile toolkit ready for games, trailers, and film sound design.
    Only acoustic recordings are used, no designed sounds. UCS compatible file names and embedded file descriptions for your comfort.


   

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