Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-17 Thread AudioGames . net Forum — General Game Discussion : ilyas booneehee via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

hmm, dificult to try evry number with evry combination in such a borring way, plus there 4 copies of the same, borring, combination trying requirers

URL: https://forum.audiogames.net/post/571645/#p571645




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-16 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

Not sure, the one I would recommend is gone.

URL: https://forum.audiogames.net/post/571421/#p571421




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-16 Thread AudioGames . net Forum — General Game Discussion : ilyas booneehee via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

yes, where can i get one

URL: https://forum.audiogames.net/post/571412/#p571412




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-16 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

It really sounds like you need an audio fundamentals crash course.

URL: https://forum.audiogames.net/post/571394/#p571394




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-16 Thread AudioGames . net Forum — General Game Discussion : ilyas booneehee via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

ugg, the frequencies between the 4 bands confligt with each other in someway. is there a logic or some starting points, like to delete a noise from a hissy recording, to incriment the consenents or something that can boost the quality of my sound?! like somekinda ruffly xx herts mite be the noise, and x herts is the speech, something like that

URL: https://forum.audiogames.net/post/571388/#p571388




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-16 Thread AudioGames . net Forum — General Game Discussion : ilyas booneehee via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

ugg, the frequencies between the 4 bands confligt with each other in someway. is there a logic or some starting points, like to delete a noise from a hissy recording, to incriment the consenents or something that can boost the quality of my sound?!

URL: https://forum.audiogames.net/post/571388/#p571388




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-16 Thread AudioGames . net Forum — General Game Discussion : ilyas booneehee via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

oww, thanks a lot ironcrosser, thank you!

URL: https://forum.audiogames.net/post/571381/#p571381




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-16 Thread AudioGames . net Forum — General Game Discussion : ilyas booneehee via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

oww, thanks a lot ironcrosser, thank you!

URL: https://forum.audiogames.net/post/571376/#p571376




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-16 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

You have to understand what's going on here. Bands are frequencies that you are boosting or attenuating with the gain. So you set the center frequency, and it will act on that based on your settings with gain and also with bandwidth, which is literally how wide the band is. or to be expressed loosely like OK, our center is 3500Hz, so we'll work on plus or minus 300Hz.I just think this comes down to incorrect use. Your frequency could have been too high or low by the time you turned up the gain that there is literally nothing to boost. You also have four tabs. The outer two i.e. 1 and 4 are low and high shelves respectively. The inner 2, i.e. 2 and 3 are set to band. You could experiment with the outer two and set them, then reduce the gain to see if they are cut.

URL: https://forum.audiogames.net/post/571364/#p571364




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-16 Thread AudioGames . net Forum — General Game Discussion : ilyas booneehee via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

okreaper v 6.13 evaluation versionctrl+t, create track dialoguei named it bla and pressed enteri selected it with  the airoarmed it with f7, wasara said armedi ecorded with my mike with has a lot of noisethen i played it and evrything is recorded finei pressed f then tabbed to the add dialogue, went to the treeview, pressed e, NVda said e q, i pressed enter on thattabbed until i came to the frequency edit, selected unknown number, i didn't remember that numberdeleted it then typed 200, pressed space, it played with the normal valu as when i recordedchanged it to 20, pressed space, same resultchanged it to 2000, pressed space, same resultchanged it to 6650, pressed space, same resultand i was like, ah! whats up with me not knowing how to make it workthen i went to the combo box and changed it to bandwent to the bandwitth and tryed to mess with the numbers, 0, same result, 2, same result, 5, same, 8, same, 100, same, 1000, same, i really don't knowthen i went to the gain and said, hey, will it damage my speakers if i change it to +7? i did, but the volume didn't movethats all the info i have, and sorry for not providing info in the first poste, i am a noob at these stuff, thanks

URL: https://forum.audiogames.net/post/571358/#p571358




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-16 Thread AudioGames . net Forum — General Game Discussion : omer via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

yeah you should give more info

URL: https://forum.audiogames.net/post/571208/#p571208




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-16 Thread AudioGames . net Forum — General Game Discussion : omer via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

eyah you should give more info

URL: https://forum.audiogames.net/post/571208/#p571208




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-15 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

that's awfully vague.

URL: https://forum.audiogames.net/post/571112/#p571112




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-15 Thread AudioGames . net Forum — General Game Discussion : ilyas booneehee via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

hi allthis seems to be a stupid dummdumm questionok, so the EQ, or any other effect doesn't even worki've tryed rayEQ (the one that you used/default equalizer), raytune, autotune, and anything i found interrestingyeah, nothing seems to work no matter what i dohell, i've even tryed to risc by razing the db, but the volume/quality won't budge no matter what i doyeah, the same thing happens with band and frequencycan you help me with this?thanksregards

URL: https://forum.audiogames.net/post/571110/#p571110




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-13 Thread AudioGames . net Forum — General Game Discussion : omer via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

hello,i'm not sure whether you still checking the forum time to time or not but i wanted to ask again after a long timeare you ever going to continue this series?i have to say even 3 of the lessons you've provided taught me enough to get the basics of the software and allowed me to learn more from here and therehope you continue from where you left off when you have the timethanks!

URL: https://forum.audiogames.net/post/570499/#p570499




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2020-09-13 Thread AudioGames . net Forum — General Game Discussion : omer via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

hello,i'm not sure whether you still checking the forum time to time or not but i wanted to ask again after a long timeare you ever going to continue this series?i have to say even 3 of the lessons you've provided taught me enough to get the basics of the software and allowed me to learn more from here and therehope you continue from wehre you left off when you have the tamethanks!

URL: https://forum.audiogames.net/post/570499/#p570499




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-07-07 Thread AudioGames . net Forum — General Game Discussion : omer via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

oops i totaly forgot about this uh, i reformatted my computer, anyway i'Lll catch up i guess?

URL: https://forum.audiogames.net/post/447235/#p447235




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-07-06 Thread AudioGames . net Forum — General Game Discussion : techmaster20 via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

Well, as a professional sound engineer, this does in deed sound interesting as far as how you are doing things

URL: https://forum.audiogames.net/post/447196/#p447196




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-07-06 Thread AudioGames . net Forum — General Game Discussion : daisyalesoundworks via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

@231 thanks Honk!! That's so nice to hear. More lessons coming soon!

URL: https://forum.audiogames.net/post/447186/#p447186




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-07-06 Thread AudioGames . net Forum — General Game Discussion : daisyalesoundworks via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

Hey guys, I'm really sorry for the silence. Read on for reasons why I am delaying things, or end it here knowing they'll start back up again soon. I have been applying for funding for two accessible games I'm making: Lost and Hound, and also the submarine game entitled Legacies. I also applied for a contemporary popular music grant which I didn't get.But anyway these grants, the workload is massive. All my free time has been going to the grants. I keep telling myself that I'll be able to fit in time for the next lesson but I'm just fried. Lost and Hound's application was 43 pages and Legacies was much longer. The good news is, they're applied for and I don't have to think about them anymore. Sound lessons, including my feedback on the last projects posted, will begin again soon. In the meantime, I've given you basic tools to work on your own sound library that you can use whenever you need it, give away, sell or whatever. I'd recommend creating a small library of themed sounds: elemental spells (pick one and do a variety of spell types), combat sounds, or anything else that is common in games, but more complicated than footsteps or simple foley like doors closing. I think everyone has seen the incredible polish and liveliness that good EQing can give to sounds.Okay sorry again for the lapse, more lessons coming soon!

URL: https://forum.audiogames.net/post/447185/#p447185




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-06-26 Thread AudioGames . net Forum — General Game Discussion : Honk via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

Just an unrelated praise of Brians great work on this in particular and his unmatched awesomeness in general coming through.Stumbled across this lessons over on the Ebon Sky Studios youtube channel and just wanted to show general appreciation for what he is doing here. What a brave new world we live in where there is this kind of content out there for free.Brian, your commitment is inspiring!End of praise, thanks for listening.

URL: https://forum.audiogames.net/post/444177/#p444177




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-06-17 Thread AudioGames . net Forum — General Game Discussion : Che via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

Hey gang, I have set up a list for blind artists, both for music and sound design to share their stuff and get feedback. The list is called BAFeedback, to subscribe, send an email to: bafeedback+subscr...@groups.io It is very low traffic, and we have quite a few folks from the Reaper Without Peepers list on there, so it is a cool laid back gathering. It is a great list to be on to have other blind sound sculptors critique your work and offer constructive criticism. All are welcome, no matter the skill level. hope to hear your stuff on there.Che

URL: https://forum.audiogames.net/post/442461/#p442461




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-06-16 Thread AudioGames . net Forum — General Game Discussion : the blasting gd via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

Here's my latest assignment: https://www.dropbox.com/s/ncu2nwjvtfns0 … 3.zip?dl=0As you encouraged us to redo assignment 2 to get better practice, I did so and included the redone version of it in this pack as well. Maybe you could look at it again?When it comes to processing your voice, I tried to filter out humming and hissing sounds which were present in the background, which is a delicate thing to do because process too much and you end up cutting important frequencies; too light a touch and you might as well not put one on.

URL: https://forum.audiogames.net/post/442000/#p442000




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-06-16 Thread AudioGames . net Forum — General Game Discussion : the blasting gd via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

Here's my latest assignment: https://www.dropbox.com/s/ncu2nwjvtfns0 … 3.zip?dl=0As you encouraged us to redo assignment 2 to get better practice, I did so and included the redone version of it in this pack as well. Maybe you could look at it again?When it comes to processing your voice, I tried to filter out humming and hissing sounds which were present in the background, which is a delicate thing to do because process to much and you end up cutting important frequencies; too light a touch and you might as well not put one on.

URL: https://forum.audiogames.net/post/442000/#p442000




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-30 Thread AudioGames . net Forum — General Game Discussion : burak via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

Hello,Here is my axe assignment:https://we.tl/t-fT8AmZyFKLI played with compression in your uncompressed sound but I couldn't notice anything.

URL: https://forum.audiogames.net/post/437456/#p437456




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-30 Thread AudioGames . net Forum — General Game Discussion : UltraLeetJ via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

daisyalesoundworks wrote:Let's move on, shall we?offending post and posts removed. Sorry for the crude interaction and un-needed additional info

URL: https://forum.audiogames.net/post/437448/#p437448




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-30 Thread AudioGames . net Forum — General Game Discussion : UltraLeetJ via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

daisyalesoundworks wrote:Let's move on, shall we?offending post and posts removed.

URL: https://forum.audiogames.net/post/437448/#p437448




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-30 Thread AudioGames . net Forum — General Game Discussion : daisyalesoundworks via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

UltraLeetJ wrote:daisyalesoundworks wrote:ReaComp has the ability to mix both signals simultaneously.And so would any other compressor that reaper uses, too.This was not very clear in the audio, but you and others might wish to note it for future reference.In a nutshell thanks to the dry and wet sliders that reaper adds to every single effect we have access in parallel to both signals, all the time. SO it does not matter if it is reaComp, or waves c6, or whatever else. Hence why I had said such things are most likely achieved easier using reaper. This might explain why sometimes the compression effect or other things you apply might not be that noticeable at first--you would need to turn the dry signal completely off, or set it to minus infinity, so that you would have just the output of the compressor and nothing else. This is why its also better to work with sends and buses when more tracks and so on are involved, because you can then choose exactly how much of an effect you want applied without affecting the others--you might even pan the output of the fx differently, or boost something but only do it on the output of the effect (a bit of highs for instance) to give more impact to a glass breaking, and so on.I'll say it again.You're splitting hairs. I said we have a parallel compression going on through both faders.You said no.I elaborated and said, yes, in fact we do.Then, you elaborated on the capability of both wet and dry signal. Let's move on, shall we?

URL: https://forum.audiogames.net/post/437410/#p437410




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-30 Thread AudioGames . net Forum — General Game Discussion : Giovani via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

Hi!Thank You also for explanation. It is very great explanation of this thing with Spectrogram.

URL: https://forum.audiogames.net/post/437364/#p437364




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-29 Thread AudioGames . net Forum — General Game Discussion : UltraLeetJ via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

daisyalesoundworks wrote:ReaComp has the ability to mix both signals simultaneously.And so would any other compressor that reaper uses, too.This was not very clear in the audio, but you and others might wish to note it for future reference.In a nutshell thanks to the dry and wet sliders that reaper adds to every single effect we have access in parallel to both signals, all the time. SO it does not matter if it is reaComp, or waves c6, or whatever else. Hence why I had said such things are most likely achieved easier using reaper. This might explain why sometimes the compression effect or other things you apply might not be that noticeable at first--you would need to turn the dry signal completely off, or set it to minus infinity, so that you would have just the output of the compressor and nothing else. This is why its also better to work with sends and buses when more tracks and so on are involved, because you can then choose exactly how much of an effect you want applied without affecting the others--you might even pan the output of the fx differently, or boost something but only do it on the output of the effect (a bit of highs for instance) to give more impact to a glass breaking, and so on.

URL: https://forum.audiogames.net/post/437348/#p437348




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-28 Thread AudioGames . net Forum — General Game Discussion : daisyalesoundworks via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

@223Thanks for the additional info! UltraLeetJ wrote:parallel compression is a procedure on its own, its not an included feature right out of reaComp but its probably much easier to achieve using reaper.No, sorry. Parallel compression is when we have access to a mix of both the wet and dry signals. We may not have an additional channel dedicated to it, with duplicated sound files but we have all the functionality of traditional parallel compression, and right now any discussion beyond that is just splitting hairs. ReaComp has the ability to mix both signals simultaneously.

URL: https://forum.audiogames.net/post/437056/#p437056




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-28 Thread AudioGames . net Forum — General Game Discussion : daisyalesoundworks via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

@223Thanks for the additional info! UltraLeetJ wrote:parallel compression is a procedure on its own, its not an included feature right out of reaComp but its probably much easier to achieve using reaper.No, sorry. Parallel compression is when we have access to a mix of both the wet and dry signals. We may not have an additional channel dedicated to it, with duplicated sound files but we have all the functionality of traditional parallel compression, and right now anything beyond that is just splitting hairs. ReaComp has the ability to mix both signals simultaneously.

URL: https://forum.audiogames.net/post/437056/#p437056




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-28 Thread AudioGames . net Forum — General Game Discussion : daisyalesoundworks via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

@223Thanks for the additional info! UltraLeetJ wrote:parallel compression is a procedure on its own, its not an included feature right out of reaComp but its probably much easier to achieve using reaper.No, sorry. Parallel compression is when we have access to a mix of both the wet and dry signals. We may not have an additional channel dedicated to it but we have all the functionality of traditional parallel compression. ReaComp has that - the ability to mix both signals simultaneously.

URL: https://forum.audiogames.net/post/437056/#p437056




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-28 Thread AudioGames . net Forum — General Game Discussion : UltraLeetJ via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

Che wrote: Shouldn't the db go up as I turn the ratio down, in other words it is squashing the singal less the lower the ratio?  I am trying to get the volume to zero db peak just with the compressor, but it doesn't seem to be getting there no matter what I do with the compressor values.compression is not really meant to raise the overall volume of something by just tweaking one thing. It might, however, bring the volume of certain things up, when applied, such as unwanted background noise or instrument bleed. The ratio is directly tied to the threshold parameter. It will only have an effect if the threshold has made the compressor active. You'd be better off increasing the gain or the item volume more, and then applying compression to tame it a bit so it will not clip, which is what compressors are used for mostly, nowadays in a crude, non-musical application. If you want a sound to feel bigger, mostly EQ, and using multiband compression in some parts will help. Saturation will too, as long as all of this is done in moderation.The article I just linked above has a very good explanation of exactly what each parameter does, and furthermore exactly how you can check what the compressor is doing. Fun fact--you will have to not use osara's  parameter dialog if you want to know. That dialog was meant to in a way yes, make editing parameters easier as a side effect, but its primary, intended purpose was to make stubborn vst effects that did not have an accessible interface (the ones from cockos are accessible  because they listened and helped us out) be somewhat accessible.another fun fact: you can bypass the effect directly from the fx chain dialog using control plus b while the sound is playing in a loop, for instance to check that it is really doing something. Lastly, if you are not sure if a parameter will do something, by all means, exaggerate it and listen. Feel the compressor is not pulling anything? then set that threshold to minus 45 db and ratio to 5:2 or something.

URL: https://forum.audiogames.net/post/437002/#p437002




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-28 Thread AudioGames . net Forum — General Game Discussion : Che via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

Something here I'm not getting about the Peak meter. I am setting the master for the 1st monitored track, and my impact track for the 2nd. When I solo the Impact track, I have a peak value of exactly 0 db. When I solo my woosh track, I get negative 3 db or so. When I have both tracks active, the peak meters show 1.6 and 2.0 for master and impact tracks, respectivly. I am resetting both tracks with alt f7 and alt shift f7, then playing the audio to get the peak reporting, this after using control shift w to set up the peak meter monitoring. Also,, I have included the beginning of my lesson 3 reaper project here, as the compression doesn't seem to be doing what I thought it would do. Shouldn't the db go up as I turn the ratio down, in other words it is squashing the singal less the lower the ratio?  I am trying to get the volume to zero db peak just with the compressor, but it doesn't seem to be getting there no matter what I do with the compressor values. Obviously I am missing something basic here about compression and/or the peak meter, any help greatly appreciated. Also, a big time saving tip here: once you have an effect added to a track, you can simply hit the P key on that track to open up parameters in an easy to navigate interface and adjust your values. A huge time saver when needing to adjust, then check peaks and back and forth. For instance, on my impact track, I hit p, then arrow to my ReaComp effect, hit enter, then I can left and right arrow to the various parameters, and tab down to adjust the actual values. Hope that saves some of you all some time, I know I find it way more efficient than hitting f, then having to tab all over the place. Thanks for any feedback, here is the project thus far:https://www.dropbox.com/s/hx4ydxm66b94a … 1.zip?dl=1

URL: https://forum.audiogames.net/post/436991/#p436991




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-28 Thread AudioGames . net Forum — General Game Discussion : UltraLeetJ via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

supplementary reading this review and this explanation of compressionalso, this explanation of the reaper plug-in interface including the buttons you hhave no idea what they are and the compressor parameters are all very detailed there. Example: With classic attack enabled, the compression ratio is gradually reduced as the volume increases above the threshold, gradually restoring ratio of 1:1. This allows the loudest passages to pass uncompressed. re: avoiding strong p's overuse of consonants, and so on, a pop filter is probably the best route (voice in third lesson does sound over-compressed by the way)parallel compression is a procedure on its own, its not an included feature right out of reaComp but its probably much easier to achieve using reaper.IN a reaper update, the previous knee worked differently (probably in a weird, forbidden? way) and it was thus renamed to that, and since some people valued its output I guess, its just something that will probably be deprecated. Changelogs probably would be better detailing this bug fix

URL: https://forum.audiogames.net/post/436975/#p436975




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-28 Thread AudioGames . net Forum — General Game Discussion : UltraLeetJ via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

supplementary reading this review and this explanation of compressionalso, this explanation of the reaper plug-in interface including the buttons you hhave no idea what they are and the compressor parameters are all very detailed there. Example: With classic attack enabled, the compression ratio is gradually reduced as the volume increases above the threshold, gradually restoring ratio of 1:1. This allows the loudest passages to pass uncompressed. re: avoiding strong p's overuse of consonants, and so on, a pop filter is probably the best route (voice in third lesson does sound over-compressed by the way)parallel compression is a procedure on its own, its not an included feature right out of reaComp but its probably much easier to achieve using reaper.IN a reaper update, the previous knee worked differently (probably in a weird, forbidden? way) and it was thus renamed to that, and since some people valued its output I guess, its just something that will probably be deprecated. Changelogs probably would be better detailing this one.

URL: https://forum.audiogames.net/post/436975/#p436975




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Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

2019-05-28 Thread AudioGames . net Forum — General Game Discussion : UltraLeetJ via Audiogames-reflector


  


Re: Accessible Sound Design by Ebon Sky Studios - Third Lesson Up

supplementary reading this review and this explanation of compressionalso, this explanation of the reaper plug-in interface including the buttons you hhave no idea what they are and the compressor parameters are all very detailed there. re: avoiding strong p's overuse of consonants, and so on, a pop filter is probably the best route (voice in third lesson does sound over-compressed by the way)parallel compression is a procedure on its own, its not an included feature right out of reaComp but its probably much easier to achieve using reaper.IN a reaper update, the previous knee worked differently (probably in a weird, forbidden? way) and it was thus renamed to that, and since some people valued its output I guess, its just something that will probably be deprecated. Changelogs probably would be better detailing this one.

URL: https://forum.audiogames.net/post/436975/#p436975




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