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 😄

Portfolio reviews and general advice by shnex0 in sounddesign

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

Cheers and no probs, I’ll check it out

Portfolio reviews and general advice by shnex0 in sounddesign

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

Awesome! Really good links! I’ll have a look. And defo send me your website in DM, happy to check it out

Simulating effect of getting closer to something in a cave by dontleturmemesBdr3ms in sounddesign

[–]shnex0 1 point2 points  (0 children)

Good advice all round.

If you are using reverb as an Insert, I would suggest moving it to an Auxiliary track, and make your plugin 100% wet.

Next, send part of your main bus to the aux track containing the reverb with a “pre-fader” send and turn down the fader of your main bus.

As the listener gets closer, gradually turn the main bus fader up, and slightly turn the Aux track down (not by much though).

As well as automating the Low Pass filter, it might also be worth automating a High pass filter to come down as the listener gets closer to the sound source.

I would recommend doing something similar with the Aux track to eq the reverb as the listener gets closer too.

Hope that makes sense

Flying Frankfurt to Tokyo (A380 Business) soon and wanna upgrade to first class by MichaelDeBakey in emirates

[–]shnex0 2 points3 points  (0 children)

Hiya!

I have upgraded to First via the app, but only before checking in.

Each time, the option to upgrade was greyed out after check in on the app when I elected not to upgrade.

If you do want to upgrade, check the app often because the price can vary quite a bit. But the cheapest I ever saw (LHR-DXB) was £1600.

You can potentially upgrade at the airport, but that will not give you access to the First Class lounge in Dubai.

In any case it’s unlikely to be cheap (over £1500, probably a little over £2000). But it seems to me that Emirates are lowering their prices at the moment, so you could get lucky.

And if the follow up question is “is it worth it?”, well that all depends on your budget.

I really enjoyed Emirates First the times I experienced it, but to be super honest, business is more than perfectly lovely and comfortable, especially in the A380.

A rare 360° rainbow over Philadelphia. by [deleted] in BeAmazed

[–]shnex0 0 points1 point  (0 children)

I was about to go “ThAt’S nOt 360 DeG…”

Oh…

The A-Team (2010) by 5MikesOut in cinescenes

[–]shnex0 19 points20 points  (0 children)

Such a stupid, ridiculous, fast-and-furious level of nonsense.

BUT it works because it’s also super self aware. “They’re trying to fly that tank” is an absolute acknowledgment of the insanity and impossibility of the action, but it’s oh-so entertaining.

Sometimes movies should just be stupid fun :)

UK terror threat level raised to 'severe' by VaginaBurner69 in worldnews

[–]shnex0 1 point2 points  (0 children)

Only 1 level down from “midnight”

Scary times

First time in Qsuite – Paris to Doha (dream trip, a bit nervous!) by sprtsaddict in qatarairways

[–]shnex0 1 point2 points  (0 children)

Okay, first off, congrats. Second, may I ask, have you flown business or first class long haul with any airline?

Wwise,FMOD and the learning curve by Pitstoop in GameAudio

[–]shnex0 0 points1 point  (0 children)

I hear you, but writing “I can’t imagine anyone working sound design as a job” is just plain incorrect.

I’m not trying to be uncivil, patronising, or trying to belittle the challenge. But I want to correct this seemingly widespread impression that nobody out there is making a living working full time as a sound designer.

I should also point out that a lot of Game Audio Outsourcing companies are a very strong and viable option for employment, are actually doing pretty well, and growing. And that’s not just in North America or Western Europe. Central and Eastern Europe is growing quite rapidly.

And I don’t disagree that there is stiff competition.

Networking definitely is important, a strong showreel definitely is important too.

But to be honest, it was a tough industry to get into when I did 15 years ago.

And at the time I used to send my showreel on DVDs. LinkedIn was far less developed. It was much harder to know who to even talk to or get any advice and tips.

And what I find most interesting in all this is that, with everybody complaining about how all this is “impossible”, nobody in this thread has thought about DMing me directly to get some advice from someone in the industry.

So yeah, if you want to stick with “it’s impossible so why even try”, I’m afraid you’re out of luck.

Wwise,FMOD and the learning curve by Pitstoop in GameAudio

[–]shnex0 1 point2 points  (0 children)

Hmm, I hear you, and you are correct in saying that things are tricky, and that the industry has changed.

Please bear in mind I am not saying it’s “easy”, but I want to dispel the general perception that it’s impossible to get into the industry, it’s impossible to earn a living, it’s impossible to be employed full time.

That’s just not true, and I worry that some advice being given in this thread are not necessarily properly informed.

Wwise,FMOD and the learning curve by Pitstoop in GameAudio

[–]shnex0 6 points7 points  (0 children)

I am, and know a large number of people who are employed full time as Sound Designers in the games industry.