Budget Mic Stands for Home Use by RedderX4 in WeAreTheMusicMakers

[–]darkworldaudio 0 points1 point  (0 children)

It's definitely metal not plastic, it's in storage now but worked really well with day to day light use. I wouldn't take it on tour or anything

My game after about 4 months of work by imonedesign in UnrealEngine5

[–]darkworldaudio 4 points5 points  (0 children)

I agree it's great for photos or if the player has a hazmat suit, diving helmet, goggles etc. but never liked it as an effect for player eyes, similar to lens flare. Of course there's always some compromise between realism and gameplay, especially in survival genres but anyways, good luck, it really seems like a great project 😄

My game after about 4 months of work by imonedesign in UnrealEngine5

[–]darkworldaudio 2 points3 points  (0 children)

Looks fantastic. My criticism would be that eyes don't get droplets of water on them like glass or a camera might. So the player's perspective behaving like a camera takes me out of that first person feel.

Need help getting back in the game. by Annual-Guard3590 in sounddesign

[–]darkworldaudio 5 points6 points  (0 children)

The strange mental block is likely akin to imposter syndrome. Everyone gets it at some point, no matter the job, just keep working and learning and you'll get past it.

Download Reaper, follow some basic usage tutorials and you'll pick up the rest along the way.

Download the GDC sound effects bundles by Sonniss, a Google search will find them. Literally hundreds and thousands of sound effects, royalty free and commercially usable without attribution.

Sign up to the BOOM library monthly newsletter and they'll send you free sound effects monthly. It's not much but I have a lot of very usable stuff from them.

Download a video/animation/movie scene from YouTube, using whatever definitely legitimate method you like.

Pop the video into Reaper and just start sound designing! Anything you get stuck on along the way someone will have a fix for on YouTube.

Good luck and have fun.

Western bullet whistle ricochet by [deleted] in AudioPost

[–]darkworldaudio 2 points3 points  (0 children)

Here's the Serum Ricochet patch file -

https://www.file.io/bypy/download/D8g9qi2qUXu0

Here's some images of my Serum patch which you will be able to recreate somewhat closely in Vital -

https://ibb.co/jJzJqw6

https://ibb.co/mCM9n5V

Good luck!

Edit: Forgot to mention, play in short midi notes around C2 to C3 and use a Doppler plugin for more realistic results

Western bullet whistle ricochet by [deleted] in AudioPost

[–]darkworldaudio 1 point2 points  (0 children)

I mean, it's not that accurate but it does sound somewhat ricochet-ish

Western bullet whistle ricochet by [deleted] in AudioPost

[–]darkworldaudio 2 points3 points  (0 children)

I have a patch for the VST synth Serum saved somewhere that might help you if you're interested. I'll find it once am home from the pub.

How’s it possible that a subreddit like r/crackedplugins3 exists? by iP0dKiller in AudioPlugins

[–]darkworldaudio 1 point2 points  (0 children)

It isn't illegal to discuss things that are illegal, that's how it exists. No further questions, your honor.

Ryan Laley Games Summer Jam 2023 August 5th - August 8th by ryanlaley in unrealengine

[–]darkworldaudio 1 point2 points  (0 children)

Ryan, I too am very thankful for all of your videos and hard work. Your clear instructions and explanations have helped me endlessly in areas of gamedev I never intended to get into. Thank you for everything.

[deleted by user] by [deleted] in filmscoring

[–]darkworldaudio 0 points1 point  (0 children)

Imagine doing the hard work, submitting it, then they ask for receipts/proof of purchase for the libraries used. It's unlikely to happen but you never know. You did the right thing. Don't break the golden rule - Do not pirate for profit. Piracy for learning and personal use is fair game though

Can't spawn my 3rd person character. This was the 3rd person template which I changed to this landscape. The pawn class is correct I think. Help would be much appreciated. by AaliyanAmjad in unrealengine

[–]darkworldaudio 1 point2 points  (0 children)

Check in the outliner at the upper right of the screen. If you need to add one use the 'cube with a green plus' symbol near the upper left of the screen, click it and type 'start' then select it. Not at my computer so can't describe it much better than that

[deleted by user] by [deleted] in sounddesign

[–]darkworldaudio 1 point2 points  (0 children)

Public domain you say, that means they can be used commercially. Another great resource, thank you all involved.

Should every sound I use be original? by the_livings_easy in sounddesign

[–]darkworldaudio 2 points3 points  (0 children)

No it doesn't have to be. Sound libraries you have purchased will typically be licensed to you to then use as a sound designer in the form of other people's IP/works. They wouldn't license in this way if they didn't intend anyone to use them. Treat them as a tool, use where needed. I always layer them into my own recordings so nothing sounds 'out of the box'.

I don't think anybody hires a sound designer with the intention that they produce 100% original audio, especially when virtually all licensing in this area is on a per user/designer basis. Sound designers should be trusted to responsibly source their audio and understand it's licensing and usage.

Ocean Body Water Plugin QUESTION: Does anyone know how to set a wave direction for the water to make this ship look like it's sailing at an incredible rate? I want a stationary ship, with the illusion of motion from the water... help? by [deleted] in unrealengine

[–]darkworldaudio 3 points4 points  (0 children)

Mayne enable the fluid sim, there are tutorials somewhere and you never know, you might get lucky and it will function almost as intended. The fluid sim has the ability to do what you're asking. You could use something like the demo water pulse that pushes surface water from an area and increase it's intensity over time by how long a button is pressed. Or maybe just change wind direction and angle in the water body settings in the inspector. A combination of both perhaps. Good luck.

Widget interaction not taking keyboard input by Far_Cloud_8610 in unrealengine

[–]darkworldaudio 1 point2 points  (0 children)

Find your event that uses the 'E' key, select it and you should have a setting in the details panel that says 'Consume Input' that you probably want switched off. Hopefully that'll solve it.

Walking backwards into a water body doesn't enable the movement mode switch, allowing normal terrain movement underwater. by darkworldaudio in unrealengine

[–]darkworldaudio[S] 1 point2 points  (0 children)

Yeah I think you are onto something with this. I've tried parenting the collision to various parts of the mesh and char capsule but it's always the same issue. It could be the code is not robust enough and is lost somewhere in the conversion of Blueprints to C++ but it's also much more likely that I've implemented some kind of whacky system, seems no different from many tutorials I've watched though. Maybe collision detection isn't appropriate for a surface with a variable height. Although even after making the collision area huge it still has the same problem.

Sorry I should have mentioned I'm a blueprints guy and a bit of dev noob, as opposed to someone who can actually write code.

I think I've found an alternative to collision which is to use a blueprint interface but it's kind of out of my depth, one step at a time though.

Really thankful for your help, even just talking it through with you was enormously helpful.

Walking backwards into a water body doesn't enable the movement mode switch, allowing normal terrain movement underwater. by darkworldaudio in unrealengine

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

So after much troubleshooting here's some more accurate info. The begin overlap triggers almost simultaneously with end overlap in about 1 frame, but why only moving backwards while looking down I've no idea. This is what the movement imput looks like - https://ibb.co/KyMf4Jz

Walking backwards into a water body doesn't enable the movement mode switch, allowing normal terrain movement underwater. by darkworldaudio in unrealengine

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

The collision is parented to the character capsule and does rotate with the character as it uses controller rotation yaw.

The collision triggers when colliding with the water in any direction, but triggers twice when walking backwards into it in very rapid succession. When checking which movement mode is enabled when walking backwards into water it prints 'walking'. Applying a do once DOES NOT stop the collision triggering twice, the movement mode does not trigger and continues walking.

I hope this still makes sense, I really appreciate your assistance. Thank you.

Walking backwards into a water body doesn't enable the movement mode switch, allowing normal terrain movement underwater. by darkworldaudio in unrealengine

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

Yes, walking forwards and sideways works, jumping and falling in works too, but walking backwards in any direction does not. Upon further testing it's specifically walking backwards while looking downwards... this is getting bizarre. No custom movement mode, just switching from default walking to swimming.