r/GameAudio

▲ 136 r/GameAudio+10 crossposts

This post is a space to highlight a Fabric Idea that you believe deserves more visibility and votes. If there’s an improvement you’re particularly interested in, feel free to share:

  • [Required] A link to the Idea
  • [Optional] A brief explanation of why it would be valuable
  • [Optional] Any context about the scenario or need it supports

If you come across an idea that you agree with, give it a vote on the Fabric Ideas site.

u/AutoModerator — 2 days ago

How do i make a good looping ball rolling sound

Hello people, i'm making a 2d game where you are an armadillo that can become a ball and roll around the levels, i need to make or find a good looping ball rolling sound, i'm really new to sound design in videogames so i don't have any idea on how to make something similar.
Hope someone can help me.

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u/Tommy-102 — 3 days ago

Games with nice use of interactive music?

hey everybody! long time producer/composer here, again trying to dip my toes in interactive audio, doing the whole FMOD + wwise courses and whatnot.

Just wanted to ask for recommendations for games you consider great examples for interactive music (and interactive audio as second priority) - games I've been playing lately all feature really good music but not much in the "wow, it changes with your gameplay" field. Essentially, I want to see how do real life composers apply the stuff the courses teach.

Thank you very much in advance!

reddit.com
u/MarianoBalestena — 7 days ago

Music loops are really two separate problems, and most threads only talk about the first one

Problem 1 is whether the engine even reads your loop points. WAV keeps them in the smpl chunk, OGG uses LOOPSTART/LOOPLENGTH vorbis comments, and support is all over the place. Godot reads smpl natively. Unity actually reads it too, which surprised me (undocumented, and the default vorbis import wrecks it, which is why everyone says it doesn't work). Unreal ignores smpl but reads cue markers sample-accurately. RPG Maker reads the OGG tags. FMOD and Wwise don't care about the file, you loop inside the project.

Problem 2 is the one that gets you after the markers are perfect: the tail. The last bar is still ringing when the playhead jumps back. That decay gets chopped, and the dry attack of the loop start lands right where the ring-out should have been. Sounds like a gap even though the samples are contiguous. Loop points can't fix it because it's not a loop point problem, it's just what happens when one playhead wraps.

Two ways I know to deal with it. Run two voices, where the old pass rings past the loop end while the new pass starts. Wwise does this out of the box with post-exit audio on a music segment. FMOD can do it with a transition timeline and the tail as an async instrument, which FMOD's own QA has called not very discoverable. In plain Unity/Godot/web you schedule it yourself against the DSP clock. Or you bake the tail into the head of the file, so a plain one-voice loop carries its own ring-out. That works anywhere including RPG Maker and GameMaker, with the tradeoff that the very first pass plays a tail from a pass that never happened. Dense mixes hide it, sparse intros don't.

Happy to answer questions about any of these setups.

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u/composingkeys — 7 days ago

Help: Music Looping Tips

I hace recently gotten into composing for games and am participating in my second game jam. I need some advice on how to loop music effectively. I dont know any middleware yet so I am relying on the programmers to input it into our small game for the game jam where time is already limited. How can I bounce my track so that it loops effectively? Do I bounce it with the audio tail at the end or have it cut off right at the end? Any tips on how to go about this and how it works?

reddit.com
u/Eat-the-rich33 — 13 days ago
▲ 1 r/GameAudio+1 crossposts

Seamless audio loop

After experimenting with lengthy, descriptive prompts on ElevenLabs, and going through dozens of potential candidates, I finally found/created the perfect 30s audio track for a game I'm developing, that requires indefinitely looping background music. The problem, as you probably guessed, is it doesn't loop seamlessly.

I have used various techniques in Audacity and have made a little improvement, and the subtle flaw would likely be undetectable to some, but I know it's there, and because I've spent so much time meticulously designing every other aspect of the game, it feels irresponsible to let this slide.

This is the first time I've delved into music at this level, and looking at the end/start waveforms at even a microscopic level, it looks like it should loop flawlessly to my untrained, naked eye - but what do I know 😂. The brief, 'static' jump just won't go away.

It's so frustrating because so many other, less suitable tracks I produced loop perfectly, but not this one! I am at my wit's end, and have wasted so many hours trying to get this right I honestly don't want to spend too much more time on it - I've tried matching waveforms at various points and brief crossfades - is there some other basic technique I could try without spending too much more time on this? If not, I'm happy to offer a small fee to anyone who can do it for me at this point.

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u/bshurdler — 12 days ago

How do you export audio tracks from your DAW?

Hello!

I'm trying to find the best way to export music tracks without creating duplicate files.

For example, let's say I have three sections (Explore, Combat, and Boss) and three instrument groups (Drums, Bass, and Synths). In my DAW, I organize them into three columns (Explore, Combat, Boss), each containing those three instrument groups.

Here's the problem: only the drums and bass change between sections, while the synths stay the same. I can create cycle markers and export all the tracks at once, but that would result in exporting the exact same synth track three times.

I'm using Cubase. I don't know if other DAWs offer a better way to export only selected regions, but I have to keep track of which tracks actually need to be exported (a typical song contains far more than just three tracks).

Has anyone run into the same issue, or found a good workflow for this?

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u/100gamberi — 13 days ago