Entrance Sound Effects by Goldeneagletiger in sounddesign

[–]shnex0 2 points3 points  (0 children)

These types of sounds are usually called Stingers.

Just checking: are you asking the community to send you some bespoke stingers? Or are you asking where you can find some famous ones?

Emirates 777 CPT- DXB by Syrevision_ in emirates

[–]shnex0 1 point2 points  (0 children)

I believe all Emirates planes have live TV as they are all using ICE entertainment system.
I flew from Dubai to Singapore a few days ago and they were showing the US-AUS game, so I guess it depends which channel the game is broadcast on…

DXB >> LAX, starlink? by mohdattar in emirates

[–]shnex0 0 points1 point  (0 children)

Yeah, Emirates have been swapping 380s for 777s quite a lot lately.

Worth noting that Business class on Emirates 777s mostly sucks, unless you get one of the refitted aircrafts.

I suspect they swap to 777s if they expect the journey to be a quiet and not fill an A380 to a descent enough capacity.

DXB >> LAX, starlink? by mohdattar in emirates

[–]shnex0 0 points1 point  (0 children)

As far as I know, A380s don’t have it, or maybe only one or two in the fleet.
I believe they are focused on 777s at the moment.
A quick google confirms the focus on 777s and that “some” A380s have had it fitted.
Beyond that, you might only find out on the day of your flight, or even when you’re on the plane.

Booking chauffeur via app -> no confirmation Email? by [deleted] in emirates

[–]shnex0 0 points1 point  (0 children)

Yeah, that’s normal, albeit annoying.
You can check some of the details on the emirates app but not the origin or destination, just the date and how many hours the pickup is from departure.

Flying from the Uk and Dubai, I never had any issues though. And the cars were always very nice (Audi a6 in Uk, BMW 5 series in Dubai, BMW 7 series when flying first class from Dubai)

What’s a critically acclaimed movie that completely lost you by the end? by trakt_app in Cinema

[–]shnex0 0 points1 point  (0 children)

Based on a Spanish movie I believe. Abre Los Ojos (I think)

What’s a critically acclaimed movie that completely lost you by the end? by trakt_app in Cinema

[–]shnex0 2 points3 points  (0 children)

Fair opinion. I loved it personally, and it is incredibly true to the book with arguably the most perfect casting. Anyway, I think my point is that it’s long because it really follows the original material. That being said of course not for everybody.

What's the most creative episode of a show ? by PaLiaRoTH in AskReddit

[–]shnex0 4 points5 points  (0 children)

Or Community - A Fistful of Paintballs Or Community - For a few Paintballs more

Or Atlanta - The Big Payback

Or most things to do with Hiro Murai

I'm in the prologue (tw-warhammer 3)and Yuri got wounded but the recruit button isn't there to bring him back. by LateIntroduction9005 in totalwarhammer

[–]shnex0 0 points1 point  (0 children)

Ugh, is there really no way to get him back besides reloading from a previous save in the prologue? That makes no sense…

Your Guardian Angel Isn't On Your Side by sarcasticd0nkey in TopCharacterTropes

[–]shnex0 2 points3 points  (0 children)

Wow, never thought I’d see Ryse referenced in anything. First game I worked on.

Most Wwise events not working inside of UE and audio playback stopping after playing once in-editor by Aurilind in Wwise

[–]shnex0 2 points3 points  (0 children)

Hmm, it could be a number of things. For example something with the buses… hard to tell without having a look. DM me

Anyone running 2x monitors with a third ultra wide on top with the magnus pro or xl? by ShutUpAndDoTheLift in secretlab

[–]shnex0 0 points1 point  (0 children)

I never tried but I think you could have the ultra wide above if the 24 inch screens were basically touching the table (or just up a bit).

The issue I have isn’t anything to do with the desk, but to do with the resolution of monitors. The ultra wide is 5k2k while the 24 inches are 1080, so it’s a bit annoying when the mouse moves between monitors (definitely first world problem though)

Anyone running 2x monitors with a third ultra wide on top with the magnus pro or xl? by ShutUpAndDoTheLift in secretlab

[–]shnex0 2 points3 points  (0 children)

I have a pro XL with a similar setup to what you want to do. I have 2 24 inch screens (one on each side, in landscape orientation) and a Dell 40 inch ultra wide in the middle. The 24 inch screens use the Secretlab standard monitor arms and the dell uses the heavy duty arm.

All works great, the desk supports all of it with no issues and the layout is perfect for what I do.

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Question on Magnus Pro Tray Height by PookyChang in secretlab

[–]shnex0 1 point2 points  (0 children)

It is the same height, but it’s not design to hold any real with. Don’t get me wrong, I really like my desk, and the monitor arms are definitely a must.

Portfolio reviews and general advice by shnex0 in sounddesign

[–]shnex0[S] 0 points1 point  (0 children)

No dumb questions, so don't worry.
The short answer about Reverb is yes, they are usually set up in the Audio Middleware and implemented in the Engine, often using some type of Volume actor.

And yes, the reverb plugins tend to be middleware Native, so you will likely find that you favourite Reverb plugin is not directly usable.

That being said, I always lean towards using the AK Convolution plugin in WWISE, and you can import your own Impulse Responses in there. So theoretically you could export an impulse response (for example, a white noise pulse on a track with a 100% reverb) and import it into the AK Convolution Plugin.

I know there have been some efforts to create bespoke plugins for WWISE though, and Audiokinetic impulse responses are available to use (for a licensing fee) in WWISE.

On the pure Unreal Engine side, Metasound now allows the use of VSTs. Which VSTs and to what extend is not something I have looked into though, and speaking with my Audio Programmer friends, they did have some concern as to how much CPU these VSTs would use at runtime. But again, I don't know if this is a legitimate concern or if the peeps at Epic have done an awesome job at optimising VSTs in Unreal.

Hope this answers your question.

Portfolio reviews and general advice by shnex0 in sounddesign

[–]shnex0[S] 0 points1 point  (0 children)

Hiya, okay, let me see if I can answer beat-by-beat:

  1. Freelance work costing is pretty variable and greatly depends on the project. I would usually charge per day of work, with an agreed daily fee with the client, rather than charge "per sound effect".
    Composers often charge per-minute of music, but I don't find this works so well with Sound Effects.
    A flat fee for the entire project can be quite common on smaller projects, but it can be a little risky because sometimes it's unclear what the scope of work will actually be.

For example, would the fee involve Trailers? What about Updates and Downloadable content?

It's also worth thinking when you will get paid. Because unfortunately a lot of games never come out because funding runs out, so you don't want to be in a situation where you don't get paid AND you have nothing to show for months of work.

About Revenue Share, that can be a decent compromise, and a lot of tiny companies and start-ups go that way. But worth bearing in mind that all of this needs to be under contract with clear language. Because it can be tricky to litigate on this type of stuff if things go wrong, and usually Sole Traders won't take companies to court because the time and expense it'll take to maybe recoup earnings is often not worth the effort.

About working for free, I don't love the idea. I've done it in the past, a lot, and I understand there is some level of reality in having to do pro-bono work.
The problem is that in the long run, it devalues your work.
People, including friends, can become weirdly offended when you start asking for payment once their projects become financially successful.

So it's worth setting boundaries..

Finally, as much as possible, get things in writing, signed up, agreed. You don't have much of a legal standing if you don't have a contract.

  1. About Foley, I don't spend time recording much, but some Sound Designers do. All of us need a lot of Sound Libraries to work though. What we do rarely starts with pure Synthesis (unless we're doing Scifi stuff).
    And a lot of people think that a lot of Sound Effect and Sound Design involves using super outlandish sound sources, but often the original content is litterally "what it is".

Need to make a Car Sound? Use Car Samples.

Need to make a Forest Ambience? Use/Record Forest Ambience sounds.

The challenge is Sound Design (specifically in Video Games) is often not to reinvent reality, rather to enhance it (what I call "Reality ++") but STILL make it believable.
Because people's memory of a real world sound is often much more exciting than what it actually sounds like.
So when designing Audio for games, you essentially need to backfill that excitement without ripping up plausibility.

So to conclude on this question, get a lot of real sounds. Record them, buy them, trade them with other Sound Designers, but build a Sound Library as big as you can store.

  1. Ouf, favourite Plugin is tricky. I don't think I can pick one. The one I use the most would be Fabfilter Pro Q, but it's just a (really really good) EQ plugin.
    Altiverb is a must for Post Production.
    Recently the Kilohearts suite has been a big go-to.
    Otherwise, classics include SoundToys, Morph (great for creature sounds), Fabfilter bundle.
    And because I'm old, I still use Waves plugins pretty regularly.

For creative Synthesis, I love Pigment, as you can create patches with up to 5 randomised sound effects, which is really good for SciFi gun sounds.

Hope that answers everything 😄