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Member Since 09 Jun 2005
Offline Last Active Feb 08 2016 06:39 AM

Posts I've Made

In Topic: Composing and Mixing for mobile devices

27 June 2014 - 03:57 AM

Any bus compression should be treated with caution.





I have found anything even approaching -0.1db sounds horrible especially on the iPad - very compressed sounding. So I set a ceiling of -0.3db maximum. When I limit (using an L2) I initially set my track as high as possible with only about -2db headroom on the peaks, and when lowering the limiter I aim for -1db attenuation on the peaks at most. Otherwise...once again things will sound over-compressed on mobile devices.




Leaving small headroom in the dynamics is useful whenever you use lossy compression (aac, mp3, ogg etc) because of nature of that process. But the ingame volume should be set in the engine to make room for sound effects (if they are present). Other settings like limiting depends mostly on previous production stage - mixing of audio. There is notion towards not using limiters at all (or just to cut out short, single peaks) which seems resonable since we have so much controll over the whole process of music prodution today.

In Topic: Anyone have experience with Wwise?

27 June 2014 - 03:42 AM

I find your question valid but so general at the same time, that if one would like to answer it would take a whole book. So I'll write one thing which Wwise is lacking: positioning of large objects (sound sources like rivers etc.). Otherwise it standing quite well to current sound requirements. At the first glance seems to be not to intuitive, especially for people with typical DAW experience but it is rewarding after getting under it's skin. I'm not completely convinced to FMOD Studio interface at this point, when it comes to manage hundred or tousands of sounds.

That's my two cents.

In Topic: Feed back on first track

04 June 2014 - 04:52 AM

I don't say it is bad definitely. You just need to check it with all surrounding sounds in the game.

In Topic: Feed back on first track

04 June 2014 - 03:25 AM

Why not? If the game aiming for such concrete music mood it can work. It probably need to tame a bit the louder parts but otherwise it is ok.

In Topic: So I'm trying to replicate something

04 June 2014 - 12:04 AM

You need to find right set of parameters of effect (which needs a bit of patience) and the right order. For example try apply


  1. highpass filter
  2. distortion
  3. resample it to 8000 Hz
  4. upsample it to 44 kHz (or whatever frequency you need)
  5. lowpass filter/equalizer if needed

and you get slightly different effect https://soundcloud.com/grogon/sound-design-obama-voice-into/s-olyOb


Instead steps 3 and 4 you can use one of (many) free vst effects like this http://www.toneboosters.com/tb-timemachine/ with proper settings.



The result also depends of the way you record your voice and the voice itself. You can show that you got of your experiments.



ps: In the original sample you posted there are occasional clicks which are caused by waveform clipping. I actually don't like it but if you are after this then clip your voice sample.