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Member Since 22 Feb 2006
Offline Last Active Oct 26 2016 04:50 PM

#5251254 Best free software for producing movie-like music?

Posted by on 08 September 2015 - 09:52 PM

What is the best free music software with the most realistic sound (for example, that woodwinds don't sound like bad tuned TV...)?


These two things don't usually (if ever) go together. If you want quality, you're gonna have to pay for it.

#5248863 Using hiring audio test in your portfolio

Posted by on 25 August 2015 - 04:13 PM

I've always shared just the audio from any tests that I've done in the past. That should be more than fine to do from a legal stance. 

#5241760 How Do I Become A Video Game Composer?

Posted by on 21 July 2015 - 02:00 PM

And remember the only thing that matters is how good your audio sounds! Don't get sucked into the "I have to get THIS piece of gear" or "use this type of plug-in" kind of quests or debates. The better you understand your gear the better your odds of making great audio. And learn as much as you can about game audio tech (Wwise, Fmod, Xact, XML, ActionScript, etc). You may not have to ever actually code but the more you can understand how a programmer has to put things together, the better. 

#5237837 Looking for feedback? I know I am

Posted by on 01 July 2015 - 05:10 AM

Don't spam the board, please.


If people are interested in your topic, they'll respond. Otherwise, please just let it be.

#5237095 My Instrumental Album

Posted by on 27 June 2015 - 08:29 AM



Thanks for sharing your album. You've got some creative music here but the production value is lacking, in my opinion. I'd take a listen to several electronic albums similar to the style(s) you're after and do A/B comparisons of your production versus those albums. I found that the overall sound lacked depth. There wasn't much mid or low end in your tracks but an awful lot of highs which contribute to a thin sound. Also it seemed like you have everything in the center channel, based on the few tracks I sampled. Experiment with spreading your mix out some and giving the whole audio a bit more shape. 





#5228274 "Time to Rock" a new hard rock/heavy metal song by me.

Posted by on 10 May 2015 - 03:56 PM

You have some good ideas but I'd recommend thinking about what your target is with your music. I say this because many of your songs sound very retro and I believe this is mainly due to the the production level and quality of the samples used. Get some rock albums you like and admire then do some A/B comparisons between your track and those other tracks.

Your mix lacks depth to my ears. And for the lead line, I'd do as much production as you can to the MIDI to make it sound as real as possible. Sometimes I'm also losing the bass in the mix.

#5227065 (edited by mod)

Posted by on 03 May 2015 - 08:32 PM

Please use the classifieds section when looking for work, paid or hobbyist.

#5226901 An attempt at orchestral

Posted by on 02 May 2015 - 08:49 PM

You have some great ideas here and establish a nice mood for sure. The production is a bit poor, in my opinion. I'd take a closer look at how you're mixing and mastering everything as I'm losing definition. And it's a bummer that once it starts to get really interesting with the staccato strings, it fades out!

#5226779 GameSoundCon: Call For Speakers

Posted by on 01 May 2015 - 06:21 PM

Everyone should check this conference out! I've heard nothing but extremely positive things about it for years and am very excited to attending it this year for the first time. And if you have a great topic, submit!!

#5225566 Pond5

Posted by on 25 April 2015 - 09:11 PM

Sorry, I've not had any experience selling on Pond5. Best of luck on that!



#5225518 Video Game Composing Software

Posted by on 25 April 2015 - 03:29 PM

i spent about 15k to get started.  You've got to spend money, to make money.


True, to a degree. These days someone doesn't have to spend 15K to get started at all. That's my point. Hardware and software have really come down in price and there are more and more ways to get into the industry without needing such expensive tools.

#5224538 Advice for a Firsttimer

Posted by on 20 April 2015 - 12:53 PM

Another example - it would be a waste of time for me to compose 10 minutes of highly interactive music based on the speculation that a client would be able to implement such a system. It would be better to do 1 mock up to show the intent and direction I'd have, then wait to ensure that such tech actually came to light and worked. I once worked on a project where they wanted 7-8 tiers of music for interactive music via the iPhone. This was several years ago so some of the tech hadn't really been fleshed out to the point it is now. So I wrote the music and broke out all of the tiers.


In the ends, the client couldn't make it work and I ended up wasting some time. (Not a lot but some.) Thankfully, it was just ONE song. Imagine if I had done all of that work upfront for a whole sound track, only to find out the tech got in our way. This is why I say it's better to let most of the game be set in stone. So you know exactly what you're dealing with and what's possible. But, again, I agree about setting direction and intent early on.

#5224536 Advice for a Firsttimer

Posted by on 20 April 2015 - 12:50 PM

I don't agree with this.

I never said that a tone or direction shouldn't be set on the early side of a project. In fact, I completely agree with you - a direction should be set! But both people and projects you mentioned had full time, in-house audio people. That's VERY different than most indie folks who have to use freelancers. In those cases you want to ensure that as much of the foundation is there so when you do pay a freelancer, they're working on as assets that are close to finalized as possible. Edit: so to clarify the point I was making earlier, full audio production should be later in the dev cycle.


And it COULD impact budget in a freelancing tyle of situation, if you're having crew work on assets that could change later on. I've had to rebill clients before for redo work because they brought me in too early and the game changed. I gave them a break but explained that my work had already been done and approved before a redirection occurred.

#5224504 Advice for a Firsttimer

Posted by on 20 April 2015 - 09:51 AM

Music, and sound in general, should be one of the last things you put into a game, which it sounds like you're at this stage. This is because you need to have established how the game will look, feel and play before adding in the music. At least, this is how it works with larger teams but if you're a one-man shop then there's nothing preventing you from trying out music now to see if it fits. But one bit of advice:


For now I'd grab a bunch of reference tracks and try them inside your game. Then playtest with a decent sized pool. See what music tracks do better and give better feedback. Creating music for games is a tricky thing because you're not only composing but you're also having to produce, which can heavily impact how your music is received. From there, once you've narrowed down what type of music seems to work best, I'd study that style and do your best to create something original which emulatesthat style.


For sound design, I'd look into a la carte websites like sounddogs, soundrangers, pond5 to grab resources. There's also digital sound makers (in-browser) which help create retro sounds.


Best of luck!







#5222928 Video Game Composing Software

Posted by on 13 April 2015 - 07:55 AM

And while budget is certainly gonna be a factor, workflow (preferences) will be a huge factor as well. For example FL Studio and Reason does things quite differently than Cubase or Logic, etc.