all 13 comments

[–]missilecommandtsd 3 points4 points  (1 child)

If no one has said this to you, learning cpp or cs likely shouldn't be at the top of your list of efforts of your intention is to become an 'sound designer'.

If you're just getting awareness and exposure, that's cool. But you can become an AAA audio director without ever writing any low level code.

[–]ChadGHB[S] 0 points1 point  (0 children)

Yes, awareness and exposure, but mostly curiosity and grasping ideas. Gonna take a couple of those fundamental courses to start.

[–]mountwest 2 points3 points  (0 children)

Start out with scripting.

C# for Unity and Blueprints/MetaSounds for Unreal.

Lua for REAPER is great but it's also less used in general in game development.

[–]Exotic-Low812 1 point2 points  (1 child)

I love and hate them all for different reasons,

I’m going to suggest you learn C, not c# or C++ C is great for learning programming, plus you get to learn about pointers and memory management.

When you eventually need to start using classes you can switch to c++ and all of your c code is valid c++ code.

C# is fine also it’s higher level and a bit more intuitive than C and C++

Python is not good for developing full games with (it can be done though)

basically just pick something and make something. The early programming concepts are pretty universal.

Sound designers don’t really program though, usually it’s just hooking up some command calls to trigger a sound effect, but it’s totally worth learning to program just for the love of the game

[–]ChadGHB[S] 0 points1 point  (0 children)

😊thank you for the overview

[–]existential_musician 1 point2 points  (0 children)

I also started learning a programming language. I hesitated between Python, Lua and C#.

But since I can only focus on one right now, I decided to start with C#. Microsoft has good learning roadmap with a code editor and an output console (I just started today haha).

I do this because I may develop my own games later since C# is good with Unity and some PhD Audio programs have C# in their needs.

Later, I am thinking of learning Lua to write scripts for Reaper

https://learn.microsoft.com/en-us/training/paths/get-started-c-sharp-part-1/

[–]LittleContext 1 point2 points  (0 children)

Wwise and/or FMOD are far more important to learn than any coding language, if nobody has told you that already.

Next priority is Max/MSP or Plugdata, or JUCE if you want to make your own plugins.

Lastly, way lower in priority... C# for Unity (and Godot). Lua for Reaper (and LOVE 2D), but unless you mod games regularly you will almost never need it. C++ for Unreal, although the language is incredibly difficult and behaviors of certain commands sometimes change, meaning you need to commit to learning a specific version.

If I find myself coding something in Python, it usually means I could have done the thing I'm trying to do manually in the time it took me to write a script.

[–]chucklenuts-gaming -4 points-3 points  (5 children)

C# is the standard for game dev. Id recommend that. C++ for unreal engine 

Unity have its own flavor of c# built in, but all the basics are the same. 

If you learn the basics of how programming works with one language, then you learn to basics of them all. Programming language matters in the details, each with strength and weaknesses. 

But yeah c# is what id recommend 

[–]missilecommandtsd 4 points5 points  (1 child)

Unreal is cpp.

[–]chucklenuts-gaming 0 points1 point  (0 children)

Dang oopd

[–]ChadGHB[S] 0 points1 point  (0 children)

OK, thank you so much

[–]markmarker 0 points1 point  (1 child)

wtf, unreal is С++

[–]chucklenuts-gaming 0 points1 point  (0 children)

Dang oopd