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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1441210379761.gif (1.74 KB, 351x173, 351:173, clipart-music-notes-music-….gif)

e006cd No.21539

What do you do for music & sound /agdg/ ?

50c4c7 No.21540

File: 1441212172397.jpg (34.82 KB, 500x305, 100:61, a.baa-Hilarious-Drinking-W….jpg)

Nothing.


86936c No.21541

trawl for free assets and save them in my "free assets" bookmark collection

sounds is incredibly important imo. Not just sound effect (them too but they're easy to find, really) but music

Music can give your game character and atmosphere that it wouldn't otherwise happen. Just having a song during your intro can take your game from generic shit to something with spirit and soul.

The best part is, there are SOOOO many people, on youtube soundcloud etc making music, you CAN AND WILL find whatever type of music you want. And if you just message the person who made the music "yo do you mind if I put your song in my game, I'll give you full credit, it'll get your song/music out there, and if my game ever makes a profit we can renegotiate and either consider giving you a cut or removing your music if you feel you have changed your mind by the time my game is released (nothing like this ever happnes it just helps artists feel like they aren't getting gyped even though I basically have 0 intention of ever paying anyone, lol. But I pretty much say my game probably won't make profit anyway)

Anyway point is, music is very important, and it's actually super easy. You just gotta search and listen to some stuff. Yeah, some of it won't be AAA tier, but I think you'd honestly be surprised at the stuff you can find.


367549 No.21548

Make my own with free soundfonts and free vsts.


e006cd No.21549

>>21548

I have no idea what those are, could you please enlighten me


50c4c7 No.21550

>>21549

>soundfonts

Instruments samples.

>vst

Sound generators.


e006cd No.21551

>>21550

Okay thanks


93dcc7 No.21561

Scour the Internet for free music. I have a folder for free music and a .txt file to list the webpage where I found them. For example:

http://cremona.mond.jp/web/music/sample-music.html

That said, I do hate it when people stuff twenty 30Mb music files into their 1 hour game.


5a5ebf No.21576

I love working on the sound related stuff for my game. I cannot wait to play more with the HRTF library I've purchased a license for. It's mindblowing how accurately you can locate sounds with it.

I've been working on footstep sounds during the past couple days and I'm almost done with them.

v1:

-Footstep sounds played in sync with subtle(!) headbob so it's authentic

-4 different footstep sounds plus one for jumping and one for landing

-Played from an audio source located right at the player

v2:

-Different "Sound sets" (4 step + 1 jump + 1 land + loudness-factor) for different floor-types

-Factor will be used to determine the range at which enemies can hear you (think about Thief)

v3:

-Use code generation to generate a dictionary that manages all sound sets offline, so you need no extra calculations during the game's runtime (performance)

-Use two audio sources located at the player with tweaked stereo panning so you have a sublte difference between your left and right foot

Todo:

-Make subtle changes to volume and pitch depending on the movement speed of the player.

-Make using ladders override the sounds temporarily

The next thing to tackle will be creating an ambient sound system for Unity, that is inspired by the "Soundscapes" for the Source engine. What I want:

-play different variations of the same ambient sound so you don't get obvious looping

-memory so it doesn't play same one twice

-randomly play additional sounds (birds, insects, thunder, etc.)

-support for spatial environment sounds with and without HRTF

-crossfading between various environments

Implementing this will be tons of fun.


c76635 No.23297

Bfxr for quick SFX, FamiTracker for all the NES SFX and music. Edit the output WAVs in Audacity.


42134c No.23559

File: 1446606899387.jpg (62.79 KB, 480x480, 1:1, 1429801560549.jpg)

>>21539

Learn some basic music theory, shit's not hard at all. Read about the basics of harmony and scales and have fun with simple programs like PXtone (made by Pixel, the Cave Story dev) while you're at it.

Gryzor87 (the composer for Locomalito's games) made a nice tutorial on how to use it. The manual and program are free, so go nuts and have fun.

Later you could take some piano lessons, buy a Midi controller and pirate some VSTi's (virtual instruments. You could have an orchestra if you want it), or go the minimalistic way with Famitracker (or Deflemask, or milkytracker) and make some nice NES tunes.

The principal thing is to go at a slow but constant pace, and have fun.


109255 No.23578

I play the cello, piano, and guitar, and mix them with Audacity.


6840e6 No.23651

File: 1446808097515.jpg (16.42 KB, 272x200, 34:25, 334.jpg)

Do you just stick music tracks in for different parts of the quests/missions or is there a more complex approach to placing music in the game?


42134c No.23656

>>23578

mind posting some of your music?

There's no such thing as too much cello.


d2668b No.23659

>>23651

I think most people use triggers that activate a sound when you walk over them. That's what I'd do at least.


7d8f26 No.23688

I fuck around a bit in FLStudio from time to time. I really like making spacey ominous background stuff.

https://clyp.it/ivknkmr5




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