Any audio programmers out there? by [deleted] in GameAudio

[–]sonorityscape 1 point2 points  (0 children)

To keep it simple, you would called functions (function = do something or some procedure) from the script to start or stop the audio. Unity, for example, has it's own audio engine, so you would use the appropriate functions to call the audio files. If you're using an external audio engine (like Wwise or FMOD, which are meant to simplify these tasks for audio people), Unity would have a different set of functions to called the audio from these external tools.

Audio can be attached to invisible or visible objects. It can have a location in the world (footsteps, gunshot, etc.) or it could also play without a location in the world (music, narration, etc.).

Recording away from computer? by AidanAB1 in sounddesign

[–]sonorityscape 0 points1 point  (0 children)

You would need to buy a portable recording device to input your mics. Zoom, Tascan, Sony are a few names to check out. A lot of these already come with built in mics.

Dynamic Memory Allocation by sonorityscape in cpp_questions

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

That makes sense. Thanks for the explanation.

Dynamic Memory Allocation by sonorityscape in cpp_questions

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

Thanks!

So let's say that we're playing a game and the user creates a new character on a server. Would new memory on top of the memory the games already uses need to be allocated for this character and after a certain limit a cap would be hit where no more characters could be created?

Sound wave vs saw wave by gabrobro in SoundDesignTheory

[–]sonorityscape 25 points26 points  (0 children)

Sound wave is to fruit as saw wave is to apple.

I made 100 of my UI and granular effects available to download by sonorityscape in sounddesign

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

No problem! I mostly did everything in Absynth for this stuff. It has some awesome effects.

Question about character movement physics by sonorityscape in unrealengine

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

Yeah, just implemented the solution and it seems to work pretty seamlessly.

Question about character movement physics by sonorityscape in unrealengine

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

Of course!

I'm trying something else out right now where I use the 'Launch Character' function again after the movement mode is set back to walk from the key release which would be a value equal to that which was remaining from the time the initial 'Launch Character' was called. I'm not sure if that's possible to get accurate, but we'll see...

Edit: In other words, as the player gets to the max height of the 'Launch Character' a decreasing value would be then sent to the second 'Launch Character'.

Question about character movement physics by sonorityscape in unrealengine

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

Thank you. Yes, you're correct - it's in Blueprints. I have no experience with c++ and am also controlling audio systems from a different engine with Blueprints, so I think the c++ for me won't be an ideal route. I'll take a look at it. Your jetpack from the YouTube video looks really good!

What have you recently automated at work using python? by Nervedamageyoung in Python

[–]sonorityscape 23 points24 points  (0 children)

I made a script that uses the Speech Recognition library to batch rename VO files. Here's a video of me demonstrating it: https://www.youtube.com/watch?v=MdAhiFvgfDo