Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


xCatalyst

Member Since 26 Jun 2013
Offline Last Active Dec 16 2014 11:06 AM

Posts I've Made

In Topic: How do I bring the sound of an orchestra forward, and crisper?

25 September 2014 - 02:18 AM

An interesting trick with reverb I've noticed is to pan the initial instrument track wherever you want it, and create a send of that instrument to a reverb track that is planned equal and opposite to the instrument. It creates a really nice acoustic quality that's kind of difficult to manually program. Worth a shot I'd say! And yeah, as Nathan stated, experiment as much as you can because that's really how you learn honestly.

In Topic: Dragons and Titans trailer

31 March 2014 - 05:30 PM

I really liked the style man, I think you did quite a good job:) The only thing I would've liked to hear would've been maybe some type of percussion with a bit more of a lower end. I think it would've helped fill the sound a lot more. Could just be these lame laptop speakers that I listened to it with though;)

 

Good stuff though brother!


In Topic: Habit RPG - who's with me?

27 February 2014 - 01:48 PM

Sounds fun - Just created a character; I could really use something like this for productivity, so thanks!:)

 

My user code is 1d6c65ce-b3e8-468a-ac74-2614cc16deef


In Topic: Indie game - Town of Salem

18 February 2014 - 03:29 PM

The game looks great, I love the cel shaded aesthetic and concept. Keep up the good stuff!


In Topic: Audio Headroom

18 February 2014 - 10:52 AM

Like bschmidt1962 said above me, there isn't really a specific standard. One of the most important thing when dealing with overall loudness in game music is mastering all of the music at a consistent level across all of the tracks, as well as all of the sound effects. When the programmers go into the engine and set specific audio tracks on levels & sound effects on animations & actions, they will actually set the playback level (Usually a variable in the game settings or something along those lines). It creates less work for them and a faster production overall if each of the audio files are set consistently on your part.


PARTNERS