Re: starting into sound design, any tips?

2020-11-23 Thread AudioGames . net Forum — Off-topic room : fonografico2 via Audiogames-reflector


  


Re: starting into sound design, any tips?

ohh, that's interesting. i'm downloading that 30gb thing, but it will take a lot of time because of this computer i have and i use every day. i'll have to make my own sounds, for replacing all those stolen fucking sounds i have. one day i'll obliterate them from my pc and will be gone, i'll say, goodbye fucking stolen sounds, i now have better sounds, even if they are'nt the same. i'll miss the sounds from the ground cruiser... i wonder if that ground cruiser sound was gotten from a library that had free sounds

URL: https://forum.audiogames.net/post/592067/#p592067




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Re: starting into sound design, any tips?

2020-11-23 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: starting into sound design, any tips?

@fonografico2: Commercial licenses mean that the end result has to be well-mixed sounds to the point where the entirety of an unmodified copy of the original sound is irretrievable.

URL: https://forum.audiogames.net/post/592055/#p592055




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Re: starting into sound design, any tips?

2020-11-23 Thread AudioGames . net Forum — Off-topic room : Nocturnus via Audiogames-reflector


  


Re: starting into sound design, any tips?

@8, glad to know I'm not alone.  I think that, sadly, as I'm losing my hearing, I may serve as more instrumental in helping future sound designers than being known for my own work.  I don't trust my ears anymore, but I still do the occasional thing here and there.  What I may do in the not too distant future is put up some material on how I've done things in the past in hopes that others may learn from them in future.

URL: https://forum.audiogames.net/post/592033/#p592033




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Re: starting into sound design, any tips?

2020-11-23 Thread AudioGames . net Forum — Off-topic room : omer via Audiogames-reflector


  


Re: starting into sound design, any tips?

6, that's what exactly how i do things hahahaha

URL: https://forum.audiogames.net/post/592029/#p592029




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Re: starting into sound design, any tips?

2020-11-23 Thread AudioGames . net Forum — Off-topic room : Meatbag via Audiogames-reflector


  


Re: starting into sound design, any tips?

@5, its not like audacitys vst support is any better anyways , just ment that they both are pritty much the same in turms of vst support

URL: https://forum.audiogames.net/post/592027/#p592027




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Re: starting into sound design, any tips?

2020-11-23 Thread AudioGames . net Forum — Off-topic room : Nocturnus via Audiogames-reflector


  


Re: starting into sound design, any tips?

Tip: when downloading sounds of any kind, always ask yourself how you can use them to make something new.  A sound may already sound good as it is, but it really is amazing how much some reverb, delay or even an exciter can bring to a sound.  Mix it with something else and then you have something completely different you may not have originally imagined.  Forget the end result and work with what you have in the here and now.  It doesn't always take huge sound libs though.  Stop thinking, "I want to make the most amazing cinematic booms bangs and roars."  Instead, start asking yourself, "If I take this white noise, expand the stereo image, reverb, delay!  Ow, that's loud!  Turn it down?  Ok, that's a bit better.  Now, what happens if I remove this or that frequency!  Hey, cool!  What if I have a sweep from here to there?  And maybe I add a phlanger to work along side that sweep?  Hmm, now, what if I reverse it?  Slow it down?  Speed it up?  Change the pitch?  Reverse it?  Maybe I should put the reversed take on the right channel and leave the left unmodified?  Hmm, something's missing in the middle hear..."

URL: https://forum.audiogames.net/post/592020/#p592020




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Re: starting into sound design, any tips?

2020-11-23 Thread AudioGames . net Forum — Off-topic room : Nocturnus via Audiogames-reflector


  


Re: starting into sound design, any tips?

Tip: when downloading sounds of any kind, always ask yourself how you can use them to make something new.  A sound may already sound good as it is, but it really is amazing how much some reverb, delay or even an exciter can bring to a sound.  Mix it with something else and then you have something completely different you may not have originally imagined.  Forget the end result and work with what you have in the here and now.  It doesn't always take huge sound libs though.  Stop thinking, "I want to make the most amazing cinematic booms bangs and roars."  Instead, start asking yourself, "If I take this white noise, expand the stereo image, reverb, delay!  Ow, that's loud!  Turn it down?  Ok, that's a bit better.  Now, what happens if I remove this or that frequency!  Hey, cool!  What if I have a sweep from here to there?  And maybe I add a phlanger to work along side that sweep?  Hmm, now, what if I reverse it?  Slow it down?  Speed it up?  Change the pitch?  Maybe I should put the reversed take on the right channel and leave the left unmodified?  Hmm, something's missing in the middle hear..."

URL: https://forum.audiogames.net/post/592020/#p592020




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Re: starting into sound design, any tips?

2020-11-23 Thread AudioGames . net Forum — Off-topic room : Nocturnus via Audiogames-reflector


  


Re: starting into sound design, any tips?

Tip: when downloading sounds of any kind, always ask yourself how you can use them to make something new.  A sound may already sound good as it is, but it really is amazing how much some reverb, delay or even an exciter can bring to a sound.  Mix it with something else and then you have something completely different you may not have originally imagined.  Forget the end result and work with what you have in the here and now.  Stop thinking, "I want to make the most amazing cinematic booms bangs and roars."  Instead, start asking yourself, "If I take this white noise, expand the etereo image, reverb, delay!  Ow, that's loud!  Turn it down?  Ok, that's a bit better.  Now, what happens if I remove this or that frequency!  Hey, cool!  What if I have a sweep from here to there?  And maybe I add a phlanger to work along side that sweep?  Hmm, now, what if I reverse it?  Slow it down?  Speed it up?  Change the pitch?  Maybe I should put the reversed take on the right channel and leave the left unmodified?  Hmm, something's missing in the middle hear..."

URL: https://forum.audiogames.net/post/592020/#p592020




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Re: starting into sound design, any tips?

2020-11-22 Thread AudioGames . net Forum — Off-topic room : fonografico2 via Audiogames-reflector


  


Re: starting into sound design, any tips?

goldwave's vst suport is crap,so i'd better stick out witht audacity, because i havve a lot of plugins there. ambience, dtflkfx, kn0k0ut, and others. for me gold wave is not easy to use. and i'll download the sonis gdc bundles, the heaviest one that is 30gb... i dont understand the comercial licenses that much. i might have to encript them if i'd use them in a project or leave them for myself

URL: https://forum.audiogames.net/post/591946/#p591946




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Re: starting into sound design, any tips?

2020-11-22 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: starting into sound design, any tips?

@fonografico2: You should consider getting the sonis gdc game audio bundles. They are compilation libraries of various soun categories across many different sound libraries. Also, try Goldwave as it has an interface even more simple than audacity, yet is more polished.

URL: https://forum.audiogames.net/post/591945/#p591945




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Re: starting into sound design, any tips?

2020-11-22 Thread AudioGames . net Forum — Off-topic room : fonografico2 via Audiogames-reflector


  


Re: starting into sound design, any tips?

thanks for the tip. now i have to go and get swooshes and diesel engines, plus mechanical grinding. i'll have to search all that free in one place or another. thanks for the tip

URL: https://forum.audiogames.net/post/591941/#p591941




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Re: starting into sound design, any tips?

2020-11-22 Thread AudioGames . net Forum — Off-topic room : star fire via Audiogames-reflector


  


Re: starting into sound design, any tips?

Hi there fonograficoAs you say, you use AudacityI think, to make sounds like that of roaring dragons, you can take sounds from different areas, combine them, and edit these. Example, swooshes, mechanical grinding sounds, diesel engines and, many other non-animal sounds to improve the quality of the dragon cry/rore.

URL: https://forum.audiogames.net/post/591939/#p591939




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starting into sound design, any tips?

2020-11-22 Thread AudioGames . net Forum — Off-topic room : fonografico2 via Audiogames-reflector


  


starting into sound design, any tips?

hi all. hope you good luck buying in black fridayi created this topic, because i need tips from sound designers. what plug ins i should use? whatever. i've been recently making gun sounds, from a sound with reverv that sounds a bit like someone bumping into a wooden wall into a building like the one on ofensive worldi also made a crafted explosion by slowing down a gun sound and using a plug in called fire and explosion sounds on audacity. i use audacity for all the sound designing, because reaperr is hard to learn for me. my head would explode with all that informationand i'm struggling on reaper very badly, so i cant use reaper for the moment unles i motivate myself to use it and learn how to use that powerful programi also made a strange ghost ambience that sounds likie a bizarre thing, a few laser cannon sounds, two giant laser cannon sounds, four or more cave dripping sounds, and i've been converting things into sinusoidal too using a plugin i have. sadly, i dont know how to make dragon sounds, or creature sounds for that matter, but it might be because i dont have money to buy that much sounds. at least the free sounds i have sound high quality, so there's not much of problems there unless i use something to try and download free sounds that are paid.my aim is not to use stolen sounds like some that i have somewhere... i'll keep them for myself, because they are stolen. i'm not going to use those for sound designing, i'm going to only use the few free sounds i have. also not using the ones that have a comercial license, core2free sampler.any tip is apreciated.

URL: https://forum.audiogames.net/post/591938/#p591938




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