#audio design
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prokopetz · 10 months ago
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Look, I'm willing to put up with a lot from a self-consciously meta liminal spaces walking sim. The inappropriate use of ray-traced specular reflection; the clearly asset-flipped androgynous white marble statues; the corridor-that-makes-four-left-turns-without-intersecting-itself bit that was impressive when Duke Nukem 3D did it in 1996 but has since become practically expected – all this I will forgive. However, that wooden ladder I just climbed clearly made the sound of stepping on metal rungs, and this I cannot abide.
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eternalcreative · 1 year ago
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Ojas Sound System Exhibition
New York, 2022
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jam-does-audio · 1 year ago
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Fear; a short audio story TMA tribute: The Dark
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You're studying late at night and the lights go out.
Warning: slight flashing lights, best watched with headphones.
Short audio story tribute to The Magnus Archives, all editing, writing, voices, sounds and art by Jam Wright.
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paleopinesofficial · 10 months ago
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Join us tomorrow for what is sure to be a delightful AMA with Joe and Cassie from PitStop- the audio team behind our dino sounds 🦖and some of the soundtrack of Paleo Pines! 🎶
⏰ April 17th 1pm BST
🗺️ FIND OUR DISCORD HERE
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rie-kay · 5 months ago
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I think it is settled: Next year I’m gonna get a zoom field recorder and go audio hunting.
These were all stock sounds. But using your own sounds is satistfying in a different way. It is always so magical when you mix all the recorded sounds you gathered into a game.
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willowuponavon · 11 months ago
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Dune (the second one) has me thinking thoughta ™️ and when that happens I have to write about it
Like the audio, there was no music in the final fights and the way the machine to summon worms is a recurring audio motif and it makes me so happy (big sounds like that scratch such an itch in my brain)
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thematteblackstudio · 2 years ago
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How do you like the blend of Retro + HD?
Follow the KICKSTARTER help support my love letter to gaming!
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foggystezi · 10 months ago
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Please watch it
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mortalcrux · 1 year ago
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Idle monks now have voices 🔊
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moonthemagical · 2 years ago
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I'm sorry, your boyfriend got turned into a WAV file but he was a bit too clippy so I had to condense him down. He may have gotten squished in the process, he's now a pancake. Sorry again about that.
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skyshardmusic · 2 years ago
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Endless Labyrinth and ambiance from The Borderline.
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So, basically this blog is my thread from Twitter but in all in one!
The idea is to talk about some of my music once in a while, tell interesting details and stuff. So here we go.
I re-discovered this ambiance piece recently, when I was re-listening some of my stuff with new headphones.
This headphones are way more professional than what I used, and its a huge jump forward, I'm still getting used. The main feature is that I can now hear the bass placement correctly, since my previous headphones (Sennheiser HD 251) lacked bass.
Anyway, I was expecting most stuff to be bad, but to my surprise the quality amazed me. I think my monitors helped a lot during the mixing.
The point is that I could hear stuff that I tried to do but couldn't say if I nailed it or not yet, with my old headphones. Very spatial audio, anxious automation of the sub-frequencies (really, makes ya feel anxious), good placement for different FX and stuff which was happening on the "scene" and all of that pretty clean too.
My goal with the ambiance pieces from The Borderline was to give the feeling of an horror game. For example, if you play any Silent Hill game without sound, it doesn't fill scary at all. The secret is in the sound. Messing up with your brain to induce a feeling of discomfort, anxiety, fear. Make you feel like you're in a bad place ya know?
And I think I got kinda close to that. Y'all can tell me better if you got uncomfortable while listening. If you did, then great! It means I kinda nailed it!
Of course The Borderline is not all about making you uncomfortable. The horror ambiance is mixed with melodic and chill songs before and after, to advance the story and give a sense of calm before or after the scary parts.
But in overall I think so far those might be my best works on ambiance. Stuff like "The Other Side" too, I was expecting it to be bad on this studio headphones, but I found out its actually pretty well nailed.
I probably could do better now with automated binaural movement, but I think not everyone will hear it since we're going into deep audio territory.
One day I would love to mix a horror ambiance piece on a Dolby system. That would be so nice to do ~
But ye, that's what I wanted to comment today on my stuff. If you haven't heard it, The Borderline is free/pay-what-you want on my Bandcamp page.
With that said, this Friday is Bandcamp Friday, if you want to support me with any amount and getting The Borderline in your collection. I strongly recommend getting it on FLAC/WAV, however I can proudly say that the MP3 320kbps sounds pretty good too.
So ye, that's all for today, and I'll be back another day with another thread about another song.
Be good to each other. Behave. Don't drink too much cider. Peace.
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jam-does-audio · 1 year ago
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Monster VAs spend their whole life trying to sound this good
blogging
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jam-does-audio · 11 months ago
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I listened to the video in your pinned post. Thought it was pretty cool, along with the other few things on your channel. We should recreate that art of cuddling spooning gals post you just reblogged :3
AWW thank you! i really should upload a new project soon...
Also that's a wonderful idea, would really be a pleasant ambience :3
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krissiefox · 4 months ago
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I'm hoping to revise my review of this product once if I can get the feedback revision request from them, but in the mean time I wanted to put out a good word for them.
I bought this fluffy wind protector for my portable audio recorder a bit ago and felt disappointed when I first tried it after I was still getting wind noise in my recordings. I assumed this to mean it was somehow defective, but today I saw that the seller had offered to refund my money when I left a negative review saying it didn't seem to help. Before accepting any refund, I was determined to test it more and make sure I wasn't just doing something wrong.
Turns out I had been wrong and it does work, it just has an upward limit of how much wind it can block, is all! I tested my recorder with and without the fluffy with my ceiling fan and it made a big difference. I also got inspired by one helpful YouTube video I watched, and tried combing the wind fluffy with an umbrella for twice the wind blockage, and that seemed to work quite well outside, too! It's not a very wind day, so I tested it on an AC unit fan outside and I could hear the difference still.
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dedicatedfollower467 · 10 months ago
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Game Dev Log #2 - 5/2/24
so for the past two days, i've been mostly working on audio. for some reason, i decided that, again, instead of using free assets and the like, i wanted to make all the sound effects myself.
so i did that!
of all the sounds shown off in this video, my favorites are definitely the various wind sound effects and the wall slide. i'm really, REALLY happy with the wall slide, it sounds pretty much exactly like what i wanted. the wind was also a lot of fun, i think it sounds surprisingly good for me making swooshy wind noises into my cell phone mic.
you can also see me demonstrating a few of the physics things i forgot to show off in the previous video - at about 1:20 you can see the short jumps, and throughout the video you can also see a couple points where the wall slide sprite flips the wrong direction or the player just gets slightly stuck. that bug should definitely be my next highest priority... but i really can't figure out a good way to deal with it. theoretically a raycast or shapecast check to look for the wall should work, but my test raycasts didn't detect the wall accurately enough to make it any better than the system i've currently got. i might have to dig into the gdscript documentation a bit to see if i can brainstorm a better solution.
however, the other main bug i had for entering/exiting crawling was easily solved, and i even managed to optimize the crawl handling a bit so that it would be less stressful on the godot physics engine. at least, in theory. it's probably not that much more optimized, but it makes me feel better.
next steps going forward - on the audio side, i'd like to get some actual music going for the background. i need to keep reminding myself it doesn't have to be final, it can also be placeholder music just like the art is placeholder art! i also wanna adding some creaking in with the wind. on the programming side, i gotta try fixing that wall sliding bug, as well as just generally doing some physics tweaks. i think next i'd like to try adding a dash/air dash mechanic. also, i swear i'll try to show off the double jump next time (if i remember it). i might also need to build up this demo level "playground" a bit, so that i have the proper room to experiment.
that's a lot of "to dos" on the list so probably not all of them will be complete by the next time i post, but they're things for me to keep in mind!
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mortalcrux · 1 year ago
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New tech update! 🔊
3D audio in the environment now smoothly adjusts when running between fixed cameras.
The previous system didn't support 3D sound as well and reverb could have inconsistencies when room size changed abruptly at certain speeds. Many sound sources were even specific to which room was being viewed at a given time.
In this example, notice how the water and instrument now blend and fade based on player distance, regardless of active camera view points.
(The minstrel's animations are WIP and will be synced with the guitar once music is final.)
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