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Found 223 results

  1. Hi everybody ! Check out my Giant Attack and Torture sound effect atmosphere ! Hope you like it ! You can find this sound and loads more at: http://www.ogsoundfx.com
  2. I've been making music for about 7 years, I have hundreds of releases on soundcloud and bandcamp. Recently I have stepped up my post production game, pouring long hours into EQ and mixing. Most of my music is in a moody, "foggy" piano style with heavy experimentation through pitch shifting, overdubbing, and live recording. I use a spectrogram EQ to manually shape sounds and scoop out noise in Audacity. I am familiar with many general concepts, applying compression, reverb, high and low pass filters, and pretty much all of the effects in Audacity and many of the pitfalls and lessons of live recording for guitar and piano in my home studio. I am familiar with some other programs like ableton and fruity loops but live recording is my strong suit as opposed to composing music in a DAW. I rely heavily on improvisation, recording large amounts of audio and cutting it down and manipulating it in post as well as doing overdubs. I can put out a project of piano music in a month or so up to what I think is a high / acceptable standard that I personally am happy with. I am heavily inspired by Akira Yamaoka's work on the Silent Hill series as well as Angelo Badalamenti. I dream of composing music for games or short films, and feel like I'm ready to take on a project like that, as well as being willing to license my already existing music out which I think would be a perfect fit for the right type of horror game or anything with emotional elements. I am currently working on another project that will be released in December or on New Years. I will work for a reasonable amount and have done this out of passion for 5+ years because I love doing it. I feel that I have improved enough now to pursue doing something like this. Thank you so much to anyone who even bothers to click any of these links, and thank you for your time! Here are my links, and you can also email me directly at tristan.best@gmail.com www.soundcloud.com/domonemesis https://tristanb.bandcamp.com/ https://www.facebook.com/TristanBMusic https://twitter.com/tbest253 Other skills: I do all of my own cover art with digital photo editing and subsequently also have about 5 years of experience with that- photography and digital photo manipulation. I can work on marketing materials or art in this way. I play the Piano, Guitar, Synth / String piano etc, and I sing. I have close connections to some other musicians and visual artists. I will be honest if I don't think my music will work for your project or if I'm not sure if I can do something well enough, but I feel comfortable taking on some general audio design as well, including general sound / dialogue recording or noise reduction.
  3. Hi ! Here is another background fantasy sound atmosphere that I wanted to share with you. This is the inside of a deep artificial tunnel, most likely a sewers. We can hear a lot of water dripping from several sources. A few gusts of the howling wind from time to time. Hatches opening and pouring out a thick and slimy content. Mice and bats seem to be the main tenants of these corridors. There is a constant rumble in the background that seems to be coming from deep depths of the earth, giving the impression of endless tunnels. The atmosphere is thick, wet and scary. You can find this sound and loads more at: http://www.ogsoundfx.com
  4. Lxkstnr

    My new showreel

    Hey guys! I've made my new showreel. I did my best and I hope to optimize it as thoroughly as possible. Really want to hear your opinion about it. https://rcrft.co/reel/4fe91a9a-17cd-469e-b34a-ed813f482476?fbclid=IwAR2go2bCxMgj3I16y0xqdVBMq9EsWVIYJZ0mvFy5TB6VvnAMnEvL1mevfOc
  5. Alikberov

    Acoustic Aura of Alikberov

    In classic sound adjustment of games we having control over volume of music or sound-FX. For lots of table games or puzzles this is enough for all user preferences. But in more difficult games with complex sound environment such of adjustments is not enough and gamer must to use the headphones, because sounds of game environment can disturb surrounding public. But headphones can destroy the health of gamer. I'm not present any code at here, but I trying to build a draft of sound FX spectre of emotional perceptibility of gamer to giving more wide control over sounds in game with complex choice for favor gamma in playing sounds. 0. Angels level Mood music, that playing in the brain at this moment Sounds of thinking like the trying for inspected prediction for action Speech synthesis of player thinking process; Player-self dialogue Inside sounds of body functions, like heart-beat, breath or beat in temples Outside sounds of body, like knuckles squeak, belly rumbling or cough Nearest subjective environment, like mosquito cheep, buddy whisper, phone speech or headphone of equipping Subjective environment, like fly hum, sleepers shore, somebody cough or slurp, speech Active subjective environment, like doors squeak, floor squeak under foots, sneakers shuffling, tick of switch Objective environment accompaniment, like leaves rustle or curtains swaying, branches rap in window, winds drone, water purl Passive objective environment, like spontaneus floor or furniture squeak, alone drop fall, wallpapers crackle Operated active technical environment, like phone ringtone, TV set or radio, claxone or gun shot Interactive technical environment, like watch tick-tick, elevator sound Active technical environment, like frigy sound or autos engine Technical environment accompaniment, like generators sound Passive environment, like waterfall noise or river purl, twitters, public hubbubs Operated environment, like battle noise or cannons shots, explosions Interactive environment, like thunder or lighting, volcano or earthquake Active environment, like hurricane or tsuname Evironment accompaniment, like public or animals screaming, animals rave, people rave or crying It's not HDR. No dynamics. Static normalize all sounds of game for session. Just, like in graphical equalizer, we can have a 20 sliders band of levels any sounds. If user shut down to zero all 20 adjusts, except #6, then no any sounds user can listen and hearing #6 (mosquito, whisper and equipping) only. (No monsters, no disasters, no cannons. The commander only!)
  6. Hi! I have a question to do related with music license I will put a example : In games like GTA V,Rockstar put money and ask permission to use licensed music ( like Donald Byrd "You and the Music" ). What i want to know,is : How they get permission to do that? And how much money they can use to buy a song permission? Different to other media,games maybe cant have some music rights forever ( some songs ) . Another example : GTA IV got backwards compatibility in Xbox One. Becuase the game become a decade old,received a update which blocked songs where they lost the license. My other question is: Why other media ( like Movies ) can have permission to use songs for forever and games maybe not? Some numbers ( according to Wikipedia ) : Vice City had 113+ songs. IV had 200+ songs. Thanks for read
  7. I am looking to improve my sound design portfolio so I offer my services. For music, I don't do the faux orchestral thing, I am more focused on electronic sound (various genres). For sound design I am into everything from foley to purely synthetic. If you are in need of sound effects, sound editing, or composition get in touch. As this is for my portfolio I want to work on projects whose demos/trailers will be available online to share (the sooner the better) porfolio
  8. I have recently created this Werewolf Transformation sound effect for a Board game project. I am looking forward to your reactions: You can find this sound and loads more at: http://www.ogsoundfx.com
  9. My name is Kevin and I'm a composer looking for a video game project to contribute on. I've been composing for about 15 years and I've decided this year that I'd bring my music to the next level to be able to compose for video games. I like many styles of music and I truly do want to bring you the music that you would like to hear in your game. You can listen to my portfolio at: https://projectkafka.bandcamp.com/album/demo I've also grouped some of the songs by style if your looking for a more specific sound. Orchestral: https://projectkafka.bandcamp.com/track/tales-of-chrono-main-theme https://projectkafka.bandcamp.com/track/rise-dark-emperor https://projectkafka.bandcamp.com/track/the-kings-burial https://projectkafka.bandcamp.com/track/morning-bliss Snes style: https://projectkafka.bandcamp.com/track/death-of-the-espers-ff6-style Nes chiptunes style: https://projectkafka.bandcamp.com/track/ice-cavern https://projectkafka.bandcamp.com/track/home-village https://projectkafka.bandcamp.com/track/overworld-theme If you're interested just send me a pm and we can talk some more about your specific needs.
  10. Sol_HSA

    SoLoud Audio Engine 20181119 Release

    SoLoud audio engine 2018119 has been released, and available at http://soloud-audio.com SoLoud is an easy to use, free, portable c/c++ audio engine for games. First release after 2 year burnout hiatus Hilights: FLAC, MP3 and various wav file formats through dr_flac, dr_mp3 and dr_wav Split SDL and SDL2 dll backends due to SDL2 doing stupid things unless told not to Removed modplug, added libmodplug dll interface Loop point support for all audio sources Wav files can now load from raw data Multi-speaker support Queues Many new small examples Piano demo now has padsynth Sanity test: over 200 tests to check if changes break playback Asserts playBackground helper interface to play audio without panning countAudioSource call to see how many instances of an audio source are playing PS Vita homebrew platform support Wave shaper, robotize filters Added more options to speech synth playback Removed many dynamic allocations Switched FFT implementations (again) Countless bug fixes and tweaks View full story
  11. Sol_HSA

    SoLoud Audio Engine 20181119 Release

    SoLoud audio engine 2018119 has been released, and available at http://soloud-audio.com SoLoud is an easy to use, free, portable c/c++ audio engine for games. First release after 2 year burnout hiatus Hilights: FLAC, MP3 and various wav file formats through dr_flac, dr_mp3 and dr_wav Split SDL and SDL2 dll backends due to SDL2 doing stupid things unless told not to Removed modplug, added libmodplug dll interface Loop point support for all audio sources Wav files can now load from raw data Multi-speaker support Queues Many new small examples Piano demo now has padsynth Sanity test: over 200 tests to check if changes break playback Asserts playBackground helper interface to play audio without panning countAudioSource call to see how many instances of an audio source are playing PS Vita homebrew platform support Wave shaper, robotize filters Added more options to speech synth playback Removed many dynamic allocations Switched FFT implementations (again) Countless bug fixes and tweaks
  12. Hello ! Here is a new tutorial on how to create a Jet Pack sound effect for your video games. In this video I will show you how I created the jet pack sound for the multiplayer online game ExoCorps ! You can find this sound and loads more at: http://www.ogsoundfx.com
  13. Renmazuit

    Composer Available

    I'm a composer looking for something to work on. If you're interested, feel free to PM me any questions. www.youtube.com/FFTLguy44
  14. Here is a Fantasy Soundscape: an Orc Feast ! Orcs are huge warrior savage beasts. They are having a huge feast. Their leader is making a speech before a heavy drum music representation takes place. The Orcs are drinking, eating, shouting and fighting among each other. The party goes on with more music and the screams of an over-excited crowd of Orcs. Find this track and many more sound effects and atmospheres in my online shop: http://www.ogsoundfx.com Take advantage of the prolonged 66.6% OFF Halloween deal on everything !!! Coupon Code: HALLOWEEN2018
  15. New video on game music -- Coherent Situational Music in Undertale | Game Audio Lookout https://www.youtube.com/watch?v=4G5AsGBnYew In this episode, we’ll look at how the very special RPG “Undertale” creates a coherent atmosphere by situational music. Introduction “Undertale” was originally released in 2015. It is a cleverly made RPG with bullet-dodge shooter mechanics in enemy battle encounters. The game was nearly entirely developed by one person, Toby Fox. In case you haven’t played “Undertale” yet, I try not to spoil any of the story for you since it lives from the wonderfully crafted characters and story twists you encounter along your way through the underground filled with monsters. But I assure you it’s very much worth playing and “Undertale” is one of my favourite games to date. -- Alex
  16. Check out my latest video where I showcase some of my creepiest sound effects for your video games ! You can find all these sound effects in my online shop: http://www.ogsoundfx.com And a Special Halloween Pack containing 128 tracks and over 2.6 GB of creepy sounds for only $9.99: http://www.ogsoundfx.com/product/special-halloween-pack-only-available-until-october-the-31st/
  17. Hi there ! Do you want to learn how to create your own sound design for your games ? Here is how you can very easily make some bow and arrow sounds for your RPGs or adventure games !
  18. I haven’t been classically trained when it comes to composing music, but thankfully you don’t have to be nowadays, if you want to throw in some violins or brass sections into your scores… This music was for the 2nd stage of a boss fight in the video game I’m currently working on (see here for a trailer) and I wanted some heavy music to pick up the pace and intensity of the battle sequence. The boss is a massive, ancient armoured knight in comparison to our much smaller warrior, so the mood of the track had to be intimidating and looming. Picking the right instruments and sound for a scene is half the battle in my opinion. Being a “souls-like” game, orchestral music is a go-to, but I’ve had no experience in doing so beforehand, so I started with something that’s familiar to me: a guitar. I slapped on some distortion and wrote a couple of ideas that I personally would want to hear when fighting this boss. I then layered it with some percussive mutes where I felt a beat, and a “lead” melody that could work over the top as a progression idea. I then opened my Native Instrument sample packs and started orchestrating (choosing the combination of instruments to play the notes of the riff) by writing my notes into Logic Pro X’s midi editor. A great place to start is with the low strings, ie the cellos and double basses, to build up from the lower frequency instruments. Then I added some trumpets and brass for accents and colour and finally shoved some nice heavy percussion loops to bring out the drive and power behind the musical idea. Some extra parts here and there, some reverb, compression and some mixing lead me to what you hear in the video above. Of course, i'm not trying to say that mixing experience isn't important in getting the overall sound right, as well as proficiency in your DAW (digital audio workstation) and knowing which instruments work best for certain passages. However this method (for me anyway) is a great way to build up confidence when utilising instruments and styles that are otherwise totally alien. Having a clear vision of what you want to create and a simple guitar riff can take you a long way. Thanks for reading. www.sergioronchetti.com
  19. ERASERHEAD STUDIO

    13 RONIN - DevLog #5 - Shouts N' Music

    It's been a long hot summer with wildfires crossing our country. We Swedes have a tendency to complain about the weather, mostly we think it's too cold, but after this summer I think most of us welcome fall and the cooler air. During the summer I've been working on a little bit of everything but mostly I've been focusing on sound. But before I go into that topic I'd like to present the milestone I'm currently working towards. First public build Before Christmas I like to release my first public developer build including: One player mode. One level, the tavern, featuring: Windy rain. People drinking inside the tavern. Flies buzzing around a lantern. An opponent dressed in white. Move forward, backward, turn, dodge, turn dodging, jump, front- and backflip. Four different attacks and ways to parry them. One death sequence. Blood splatter. One idle animation variation. One MIDI song arranged with classical instruments. Sound effects, only normalized, not processed in any other way. HUD including score and energy. Camera shake. This might not look like much, but for a one-man team, only working weekends and evenings it might even be too much. Sound If you've read my earlier posts you know I ordered an Arturia keyboard that happened to be broken on delivery. This caused a lot of annoyance and delayed my music production but now I've finally got all my gear set up. The keyboard is an Arturia KeyLab 49 and the speakers Audioengine A2+. Included with the keyboard was a DAW called Ableton Live. I don't know if this software is good or bad, I just know that I couldn't get my head around it. Instead, I've chosen to work with Studio One Prime, which is a free but limited version of Studio One, and has a user interface I feel comfortable working in. SFX To create a feeling of being inside an old samurai movie I'm going to use sounds from various movies as basis for the sound effects. So while waiting for the new keyboard to arrive I've spent a few summer evenings extracting sounds. It's amazing how much panting, grunting and screaming there are in those old movies. After a while I had to skip the speakers and use my headphones instead, if I hadn't I'm sure my neighbors would have thought I'd started some kind of torture dungeon and sent the police on me. Something I hadn't thought of, but became apparent during this process was the fact that there is almost always a howling wind in the background of old Japanese action scenes. This of course made a lot of the sound useless. Despite this unfortunate fact I now have quite an impressive collection of sounds including footsteps, screams, shouting, panting, growling, sword swooshes, sword clashes, and hits. So far I've converted the sound effects to stereo, I've normalized them and cleaned them from as much noise as possible without distorting the sound I want to keep. For my first public developer build I consider them done, but before releasing a demo of the game I will process them further. Early sound effects Scream of pain Sword hit Sword clash Music When on vacation, visiting my father in my hometown of Boden, I borrowed his Yamaha keyboard and a few evenings later I had the main melody for the first game song ready. I call it “Ronin encounter” and this is the song that will be included in the first developer build. I've not yet decided what style of music I want for the game. For a while I had my mind set on 8-bit music like the music made for the C64. It's a style of music that would sit well with the low-resolution retro graphics, but since I want the game to remind the player of old Japanese movies it might be better to use a musical style resembling the style found in those movies. Nothing is set in stone, but for now, I'll go with the latter. The final product will include at least three different songs, one for the intro-screen, one for the highscore-screen and one or more for the gameplay. Sit back and enjoy a rough mix of the first gameplay song - "Ronin encounter": Ronin Encounter.mp3 To make the music match the quality of the sound effects and also enhance the feeling of an old movie I'll give the music an old vintage sound. Ronin Encounter, vintage.mp3 If you wonder what instrument the strange "plucking" sound comes from, it's called "Shamisen" and is a Japanese three-stringed traditional instrument not unlike the western banjo. Shamisen is featured in many samurai-movies and often played by a geisha and sometimes accompanied by a man singing in a dark voice. A geisha playing shamisen. That was all for this post. Please let me know what you think! Next time - graphics! Happy coding! /jan.
  20. PhReyGibbons

    Where to find music ?

    Just curious, what is your "goto" when it's about finding ingame music ? Library ? Composer ? Else ? Thanks ;o) - Phil
  21. In the first episode of Madsen's Musings, I discuss the issue of being too self critical about your work and how that can get in the way of your progress. Wanna learn more about me or my work? Go here:http://www.madsenstudios.com/ Subscribe to my YouTube channel or follow me here on GameDev.net to see all the latest updates. A transcript is provided below the video. Transcript So I'm walking my dog Kobe, she's right here, and I had this idea -- this thought -- that I noticed myself, and so many artists seem to deal with feeling like they're inferior, or they're somehow a fraud and people are going to find out that they've been faking it this whole time. This is something that plagues so many people, from the highest tiers to the newest beginner in our industry, and just some ideas -- some thought -- that came to mind for me with the right ratio; with the right balance it can be an ok thing to have hypercritical thoughts about your playing, but it can quickly turn to a negative thing if it's out of balance. If you are too negative; if you are too hypercritical about your playing; if you don't appreciate what you're doing well. You want to have a list of things that you can work on. You want to have a list to say "these are objectives that I haven't met yet". But you also want to relish and enjoy; appreciate and recognise the things that you do well. I'll give you an example: Oh yeah, quick story. In 2014, I was fulltime freelancing and I had a brief lull in work, so I joined Fiverr -- that's with two Rs: F I V E R R. I joined that service to offer remote saxophone recordings. (Mosquito on my face.) I didn't know how well it would go. I thought "well maybe if it goes well it'll keep me on my horns a little bit more often and also it will help me just fill up my schedule and get some extra cash." Before doing Fiverr I used to be really critical about my saxophone playing feeling like "oh I don't do this like this player over here" or "that player over there is really really good at this approach", that sort of thing, and... not to brag, but to put it humbly, the response from Fiverr has been great! It's been really really positive. I've done something like over 580 projects on Fiverr, have a 5-star rating from about 99% of my clients, and that's fantastic! And it's made me realize that there's things in my playing that people appreciate and that they want to have... they want to have in their songs. (Sorry, I've got some people behind me I guess.) Anywhoo, if you're feeling in fear about your performance as a musician; as an audio professional; as a composer or sound designer, you know what? Keep it in check. Let some of that propel you and motivate you to get better, and let some of it just roll off your back because you want to keep your morale high. You want to keep your enthusiasm and you want to keep your self-confidence high. Artists just tend to be hypercritical of themselves. Artists to be very sensitive and feel like they suck. So there's this TED talk I watched and it discussed why people feel like others are more creative than they are and it's a real simple premise: When you look at someone else's finished work you don't see the whole process. You don't see all the doubt. You don't see all the terminal, or even just not knowing what to do next; the evolution of ideas that the person goes through to finally get to the end product. Instead you're seeing the end product, and you're saying "man, this is awesome, I could never do something like this." But that's just not reality. So what is the takeaway here? The takeaway is to have a healthy balance of being critical about yourself as a musician and also appreciating and recognizing what you do well. I think in the long run that can help keep you more motivated to stay in music, to stay on your horn, to stay on your instrument, to feel good about the efforts you're putting into it, and yeah... I'm gonna have a beer. [Out takes] [Wayback Machine Archive]
  22. Royalty Free Music for Game Developers If you found this page, you probably wondered at some point, "Why is it called Royalty Free Music when none of it is FREE?!" and maybe you already learned the definition of Royalty Free does not necessarily mean the content itself is free but rather refers to the "right to use copyrighted material without the need to pay license fees or usage fees." To put it simply, Royalty Free just means you don't have to pay to use the content. So why do so many people charge for it, and isn't that exactly the opposite of what Royalty Free means? Obviously artists and content makers who spend a lot of effort making something should be rewarded for their time, but in my opinion, they should not use the term "Royalty Free" to refer to their paid content. That is why I developed a FREE Royalty Free Music for YouTube Library for anyone and everyone who is looking for free professional music to use in their films, television shows, youtube promos, video games, you get the picture. How to Download To begin, simply choose a category of music from the list on the website linked above: Once you have selected your desired category of music, hover your mouse or finger over it and click the red button that appears to open up a small window with a media player in it that will look something like this: Click a song to listen to it, and click the down arrow to download the song, it's that easy! Licensing & Copyright Information If you like the song and you want to use it in a non-commercial project (something that does not earn you money) you can do that for free simply by attributing me in your credits somewhere! Just put "Music by Jordan Winslow on https://jordanwinslow.me/royaltyfreemusic" or simply "Music Downloaded from https://jordanwinslow.me/royaltyfreemusic" If you would like to use the music in a commercial project (something that earns you money) there is still no charge, but one more step: simply fill out the Royalty Free Music Commercial License Request Form. Downloading Free Royalty Free Music for your YouTube creations has never been so easy!
  23. Royalty Free Music for Game Developers If you found this page, you probably wondered at some point, "Why is it called Royalty Free Music when none of it is FREE?!" and maybe you already learned the definition of Royalty Free does not necessarily mean the content itself is free but rather refers to the "right to use copyrighted material without the need to pay license fees or usage fees." To put it simply, Royalty Free just means you don't have to pay to use the content. So why do so many people charge for it, and isn't that exactly the opposite of what Royalty Free means? Obviously artists and content makers who spend a lot of effort making something should be rewarded for their time, but in my opinion, they should not use the term "Royalty Free" to refer to their paid content. That is why I developed a FREE Royalty Free Music for YouTube Library for anyone and everyone who is looking for free professional music to use in their films, television shows, youtube promos, video games, you get the picture. How to Download To begin, simply choose a category of music from the list on the website linked above: Once you have selected your desired category of music, hover your mouse or finger over it and click the red button that appears to open up a small window with a media player in it that will look something like this: Click a song to listen to it, and click the down arrow to download the song, it's that easy! Licensing & Copyright Information If you like the song and you want to use it in a non-commercial project (something that does not earn you money) you can do that for free simply by attributing me in your credits somewhere! Just put "Music by Jordan Winslow on https://jordanwinslow.me/royaltyfreemusic" or simply "Music Downloaded from https://jordanwinslow.me/royaltyfreemusic" If you would like to use the music in a commercial project (something that earns you money) there is still no charge, but one more step: simply fill out the Royalty Free Music Commercial License Request Form. Downloading Free Royalty Free Music for your YouTube creations has never been so easy! View full story
  24. Hi Everyone! After being in private alpha for a few months, we've now released our AI music engine on the Unity Asset Store in open Beta as a Unity plugin. Melodrive is an engine that generates an infinite music stream that can adapt to the unique and complex requirements of a video game. We use state of the art synthesisers and samplers, along with pro-level effects and mixing to render the score generated by the AI. Melodrive comes with full Unity support out of the box, and is easily extendable to any other platform or technology with the native dynamic library. Developers and end-users can create their own music, by changing style and emotion, melody and instruments, in an instant, on the fly. Please note that this version of Melodrive is geared towards developers with little to no musical skills. We'd love to improve the engine and add features in order to extend the capabilities of professional musicians, but this will come at a later time! Here's a short trailer that gives you an idea of what you can do with Melodrive: You can download Melodrive Lite Beta for free from the Unity Asset Store at https://assetstore.unity.com/packages/audio/music/melodrive-lite-beta-129271 We'd love to get feedback and suggestions to improve our music engine. For this, you can join our Discord: https://discord.gg/ZGvF9NX Thanks!
  25. Hi, my name is Olivier Girardot, I am a music composer and a sound designer. Here is a sound atmosphere I made for a video game project: a Medieval City Atmosphere by Night: You can find this sound and loads more at: http://www.ogsoundfx.com
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