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Mike Higgs
116 posts

Mike Higgs
@TroubledPrawn
Audio Wwizard 🧙♂️ | Mixing Engineer & Sound Designer 🔊 Always making things. Currently building an unnamed game 🎮 Watch here: https://t.co/qwJ2Gu3E4K 📺
Denmark Katılım Mayıs 2019
360 Takip Edilen190 Takipçiler

@MjTheHunter @MKgamecomposer Ahh right i see what you mean, yea that makes sense. You could also approach it from a mixing perspective and duck/sidechain the volume of the whoosh by using the impact sound as the trigger.
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@TroubledPrawn @MKgamecomposer The current solution.
If you're start a hit mid air it starts on then starts a whoosh. If you then hit a rock wall within to active hit frames the whoosh is faded over 30ms and the hit for the rock wall is swapped in. Giving you the start of the whoosh plus ghat sound of a rock
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Looking for suggestions on to solve a sound issue in maskborne.
I have a hitbox that comes out on frame 4 of an attack. The hitbox is out for 6 frames after that.
How do you best deal with surface specific sounds for an attack?
If you hit the surface at exactly frame 4 we just play the impact sound of what you hit.
But let's say you only hit it on the 6th frame of the hitbox. So you then play an empty swoosh and then replace it on 6th frame with the hit sound?
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@MjTheHunter @MKgamecomposer So is the whoosh playing before the engine knows what surface is going to be hit? But you want to change the whoosh based on what surface is about to be hit?
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@MKgamecomposer The issue I'm running into is that for certain hits, lets say rock and grass hits, we tone down the whoosh. So the base actually changes in our mix. Maybe there's a way to do that on the fly in engine, but seems complex already
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@MjTheHunter @sonospire Dedicated variations would be ideal, I would add that game audio is also often systems programming in disguise. For instance you could split a single sound effect into 3 layers, create 3 variations of each layer then recombine the layers and pick them randomly each playback.
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@sonospire Is that just from changing pitch or actually dedicated variations?
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@TroubledPrawn Nope! Simply using a metasound in UE5 and adjusting the gain of various tracks :)
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Mike Higgs retweetledi

Big news for the audio development community! 🎵
Steinberg Media Technologies just made two announcements that fundamentally change audio software development:
💡 VST3 SDK is now MIT licensed. No more signing license agreements. Developers can now freely use, modify, and distribute VST3 in any proprietary or open-source project. This is huge for plugin developers, DAW creators, and anyone building audio tools.
💡 ASIO is now dual-licensed (GPL3 or proprietary). Open-source projects can now adopt ASIO under GPL3, while commercial developers can continue with the existing proprietary license.
For years, VST3's proprietary licensing required legal agreements and prevented developers from sharing complete source code repositories.
This is a watershed moment for our industry. Whether you're building your first plugin or shipping professional audio software, these changes make audio development more accessible and open than ever before.
The future of audio software development just got a lot brighter. ✨
Find out more here: theaudioprogrammer.com/content/videos…

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Excited to contribute to @SoundMorph latest library, Sinematic Worldized - woop and I made it into the promo video!
Visiting Denmark and recording on an abandoned ship was an incredible experience, though definitely a bit risky.
Grab up a copy of the library while its on sale!




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DOOMBRINGER IS HERE!
I led the audio direction, designed sounds for some of the weapons, and handled mixing and polishing. We recorded raw metal impacts, mechanical clicks, and distorted synths to make this collection brutal, tactile, and RAW. Proud of our team’s work! #Valorant
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Working on voice design today and discovered @amullensound awesome YouTube channel where he breaks down a lot of cool processing techniques for League of Legends champions. Dropping the link here for anyone interested:
@austinmullensound" target="_blank" rel="nofollow noopener">m.youtube.com/@austinmullens…
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Last year @nickvonkaenel , @ColinAndGrant , and I had the privilege to go to the Netherlands to talk about the audio of #JediSurvivor I'm stoked to finally have that talk out to the public. I hope y'all enjoy!
#gameaudio
Audiokinetic@audiokinetic
We were so lucky to be joined by @nickvonkaenel, @AlexBarnhartMA & @ColinAndGrant during our Wwise Tour in Hilversum, who revealed how they used #Wwise to bring Star Wars Jedi: Survivor to life. Replay now available, give it a watch: hubs.ly/Q02z547b0 #GameAudio @Respawn
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@BrentRAudio Thanks for the insight Brent, it sounds like a happy accident generator!
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@TroubledPrawn it’s REALLY good. i never really understood it til recently but now i can’t stop using it. drop a buncha one-shots in there and go crazy. it comes up with all kinds of configurations that i never would think of on my own.
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