First off, I know very, VERY little about programming. I'm an audio person, but my latest ambitions seem to be taking me into the realms of the unknown. I'm hoping I've found the right section of the forum get some help.
In the most basic sense, I am trying to mod Portal 2 using Hammer. I need to be able to have full control of the audio assets, and their potions within the 3d space, and also their behaviors. I would also be importing new sounds, particularly ambient ones, and implementing them into the game. While there is plenty of information on this subject at the Valve Dev Community website, it is rather scattered about the place. Some kind of code/script (possibly Squirrel?) is frequently referenced where sounds entities are relevant. (Here is an example > https://developer.valvesoftware.com/wiki/Soundscripts). I'm wondering whether to be able to implement new sounds, and events into Portal 2, I will have to create similar scripts myself. If this is the case, I'm basically asking where to start with code/scripting, and what I need to know?
Note that in the above link, I do understand what the script is saying i.e parameters of a sound, and their values. What I do not understand is how important the actual files containing the script are, how they are created, how they are referenced. I don't even know the basic commands. <string>,<integer> etc are terms that frequently pop up, and I don't know what to do with them. I'm sorry my question is a little vague, but it just goes to show why I had to ask it.
Just looking for a little feedback on my sound design demo - good or bad. Seriously, if you think it's rubbish, say so; I'm here to learn Mainly, I'm asking if it's worthy of sending to potential employers, and where it could improve.
I didn't use anything from SFX libraries other than a few drum samples, and the Wilhelm scream, so everything else was recorded, or synthesized by me. The quality may have suffered for this, but I really wanted to show initiative with that fact. I even recorded my budgie...
I LOVE tracker music. Ever since I discovered it, I wanted to learn how to use Renoise to an advanced level, but I wondered whether there is any need/point in doing so, seeing as I could probably make the same sounds in my DAW. It has to be said, though, there IS something about it that is quite special. Do any modern day developers require use of trackers (perhaps for file size constraints)?
For anyone who doesn't know thy trackers, you're missing out! This YouTube user has re-created the music from Hydrocity Zone Act 2 from Sonic 3, and you cannot tell the difference between it and the original. He's also made the XRNS file free to download, so you can have closer look at how it was done. The things some people do in their spare time blows my mind.
I've just heard back about a job I applied for, and I have not been successful. It was my first opportunity in the games industry and I feel quite depressed about failing, if I'm honest. I wondered if some of the more successful members of the forum had some words of encouragement, or stories of similar experiences they had before succeeding. Anything really, I'm just bummed.