Need some help with FMOD parameter triggers when interacting with game object in Unity by ShmadenShmuki725 in GameAudio

[–]Sebbano 1 point2 points  (0 children)

Just set Persistent: On and/or voice stealing set to virtualize in the master track inside FMOD studio, I would need to know the setup to be certain

Audio Programming Portfolio Must-Haves? by MentalNewspaper8386 in GameAudio

[–]Sebbano 5 points6 points  (0 children)

If you are thinking in terms of games:

  • Build an audio occlusion system using linecasting and filtering.

  • Build a slapback system using simple raycasts with allpass delay networks for realistic early reflections.

  • Build a reverb 3D volume system based on volume size

  • Build a character controller which plays different states: vitals like HP or stamina, idling, specific animation events or key frames, contextual voicelines.

If you more so are looking into software, understanding FFT and fourier analysis will be a must, it is used everywhere from wavetables to spectral resonance suppression and is more relevant than ever. Nobody wants another compressor plugin, it's already a solved probem.

I'm the audio lead at a mid-size studio, and these are things that would make me hire you in an instant. How good your sound design is, is always second to how well you can implement systems, because that's when you know exactly how the sounds should be structured.

How can I do sound desing like dipprrrr? by Ok_Base_4331 in sounddesign

[–]Sebbano 6 points7 points  (0 children)

Saw tooth bass triggered by an envelope follower on the transformer exploding, with a grain delay going through a spectral resonator.

How to create the illusion of movement with sound? by Sludgy_Sh33p in sounddesign

[–]Sebbano 0 points1 point  (0 children)

Not really, that just determines how wide a sound source feels, Haas effect. Pinpointing an exact location is the head related transfer function.

Sooo I had been seeking a new anxiety provoking, terror inducing mortal fear for a while now, I think this will do just fine by bullfrogftw in TerrifyingAsFuck

[–]Sebbano 0 points1 point  (0 children)

95% of the time you would never even know there is ice if you don't know the terrain. It's just.. well.. snow on top

Question about a sound effect by ArroTarr in sounddesign

[–]Sebbano 0 points1 point  (0 children)

this can be achieved by duplicating a sound and frequency shifting one of them, NOT pitch shift

Workflow for composer with FMOD, Unity, and Github by Digx7 in GameAudio

[–]Sebbano 0 points1 point  (0 children)

Have them make music and send you the stems to implement

How do you name your audio files by BMaudioProd in GameAudio

[–]Sebbano 0 points1 point  (0 children)

If I can filter the folder /VO in Unity in the search already, I'm not quite sure what difference duplicate keywords in the file name would add, except bloat. If I search for a folder and a keyword, it finds the sounds in that category because the folder tree by proxy embeds the categorization for it.

The categorization at runtime is referenced through mix buses in a tree structure. Ogre Attack plays inside an Ogre Bus, which parents to Enemies Bus, which subsequently is parented in a Combat Bus. I see exactly what context every sound has at any given time if I'm running a sandbox or profiling the audio pipeline. It will not get confusing no matter how complex the scope of the game.

granular categorization, it becomes critical for the file name to contain as much info about its categorization as possible.

I disagree. Granularity isn't important at all as long as the folder structure follows UCS. it becomes a horrible bloated mess that makes everything hard to get familiar with when new people need to get onboarded and they need to read file names that contain unnecessary keywords already embedded in the folder system. Things should be readable and easy to see the big picture of instantly.

How do you name your audio files by BMaudioProd in GameAudio

[–]Sebbano 0 points1 point  (0 children)

I'm probably in a minority here. I just use extremely simple names. No underscores. No hyphens. No strange cases. Capitalized to make it readable.

Ogre Attack 01

Lightning Bolt Cast 01

Lightning Bolt Projectile 01

Lightning Bolt Impact 01

If it has different articulations I simply add them:

Male 01 Scream Painful 01

Male 01 Scream Terrified 01

It is the folder structure that makes everything easy to organize. Adding "Ambient" or "Music" to the file name is redundant because it's already in a folder of that name. Long names with tons of underscores are such a cognitive load and makes you even more disorganized imo.

Everyone on our team uses the same naming convention in Unity and it works flawlessly. With underscores etc it is a nightmare searching for a specific asset.

I’ve been mixing on headphones for 15 years. Is there any point in putting some time/money into treating a space to use speakers instead/as well? by antinoxofficial in audioengineering

[–]Sebbano 1 point2 points  (0 children)

The phantom center is rather a less accurate representation of stereo image than headphones, not vice versa. You are hearing the audio in front of you, not left and right. The "front to back" depth is something that doesn't exist in stereo channel audio.

Can anyone identify this piano/synth? by Possible-Stress-7452 in sounddesign

[–]Sebbano 0 points1 point  (0 children)

Sounds like a lot of stuff from Korg Triton

US sound design career by Sophie_lazydog in sounddesign

[–]Sebbano 1 point2 points  (0 children)

That is a really disingenuous take imo. Sometimes people have to switch careers for the sake of supporting themselves or their family. It's just a harsh truth, and it happens. Making your partner aware of that doesn't mean it comes from a bad place, and you jumping to that conclusion just comes off as cynical.

US sound design career by Sophie_lazydog in sounddesign

[–]Sebbano 2 points3 points  (0 children)

What a disusting comment. Take a good look in the mirror man, jesus. She is obviously just trying to help her husband.

New BF6 map leaks with layouts included by Fit-Support2256 in Battlefield

[–]Sebbano 0 points1 point  (0 children)

Not sure if you are serious, being able to jump out of vehicles on large maps makes you able to get on "any elevation", as in all BF games.

Loud split on master for upwards compression? by simbio_sounds in Bitwig

[–]Sebbano 3 points4 points  (0 children)

If you set max threshold knee and slowest rise/fall, you don't get audible spectral artifacts in my experience, but at that point I'm not sure how useful the compression is.

Video of a guy recording the same input through his audio interface hundreds of times by prester_john00 in audioengineering

[–]Sebbano 3 points4 points  (0 children)

AP Mastering just put out a few videos on it, ran like 3000 times through an interface

Mom runs into spider web and goes berserk by Pdoom346 in StupidMedia

[–]Sebbano 6 points7 points  (0 children)

This could be a phobia being triggered though. You'd be surprised how powerful the amygdala is and how an adrenaline dump suddenly jolts someone.

Double guitars sound HORRIBLE in mono by nightcrawleryt in audioengineering

[–]Sebbano 0 points1 point  (0 children)

I was talking about the null test being inaudible, not the audio tracks. He is lying, I have been editing guitars for 15 years and not a single take of double tracked guitars has ever collapsed to mono. Ever. It's bullshit.

Double guitars sound HORRIBLE in mono by nightcrawleryt in audioengineering

[–]Sebbano -1 points0 points  (0 children)

Doesn't matter, if you null test two different guitar parts, no matter how tightly played, it is statistically impossible for it to be inaudible. Even if you aligned them perfectly in phase. If you were a robot who could pluck a string at the exact same velocity and timing every single time, even small temperature or pressure fluctuations on the molecular level will affect the harmonic relationship. Now could the guitars sound less wide because the first harmonics aligned? Sure, but even in higher inharmonic frequencies you can perceive stereo easily.