r/GameAudio

Music producer looking to dive into Game Audio. Any advice from industry pros?

Hey everyone. Let me give you a bit of background on my situation.

I've been producing music independently for many years now (heavily into electronic music, mostly working in FL Studio and Reason). Lately, after leaving a commercial agency job, I've been fully dedicating myself to my personal projects, teaching, and building up my community. However, the game audio bug has bitten me hard, and I really want to get into music and sound design for video games.

I'm currently looking for courses (preferably in-person) so I can dive in headfirst and dedicate 100% of my time to this field. But before taking a blind leap, I wanted to see if there are any sound designers or composers around here who work in the industry or have studied something related.

My main questions are:

  • What realities of the industry (whether working locally or freelancing internationally) should I absolutely be aware of before investing all my time into this?
  • Beyond already knowing how to produce, design sound, and mix, what is the steepest learning curve when making the transition to gaming?
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u/userpromedio36 — 4 days ago

Pause event except for one track (FMOD)

Hi,

So I am working on a vertical music system. My music event has a few music layers, but in game when there’s a cutscene I want all layers to pause except for one layer (percussion). That one layer should continue playing when the cutscene is active.

When the cutscene is done, all paused music layers should play again.

Is this even possible within FMOD/code?

Would appreciate any advice!

reddit.com
u/yeromi14 — 9 days ago

Creating a Rolling Ball SFX for a Minigolf Game (No Middleware)

Hi everyone,

I’m currently working on sound design for a web-based game and I’m trying to create convincing looping sounds of a rolling golf ball across different surfaces (grass, sand, gravel/stone, wood, etc.).

The main challenge I’m running into is that simple sample loops sound too repetitive — you can clearly hear the loop point, which breaks the illusion of continuous rolling. What I need is something that feels indefinite and natural, as if the ball just keeps rolling without a noticeable pattern.

I’m looking for techniques or workflows to achieve this. For example:

  • Are there good approaches to designing “infinite” rolling textures?
  • Would granular synthesis be a good direction for this?
  • Any tips for avoiding perceptible repetition in this kind of material?

Constraints:

  • This is for a browser game
  • No middleware (Wwise/FMOD), so solutions need to be implementable in-engine or via custom code

Would really appreciate any insights, examples, or breakdowns of how you’ve tackled similar problems!

Thanks 😁

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u/longboi_ — 10 days ago

Need some help with FMOD parameter triggers when interacting with game object in Unity

Just as the title says, struggling to figure out how to trigger an FMOD parameter change when interacting with a game object in unity. I'm quite new to this, so I appreciate any help :>

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u/ShmadenShmuki725 — 11 days ago

How would I integrate a continuous radio channel into Unity via FMOD?

I want to have an object that plays audio when interacted with, but the audio doesnt stop and restart upon turning the radio off and on again. I could turn the audio off, then turn it on and the audio was still running while turned off.

How would you implement this?

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u/ShmadenShmuki725 — 11 days ago

What are the main differences in making a car sound (with ramp technique) using Rev2 or using Soundseed grain inside Wwise?
Both system are granular synthesis softwares. Are there any technical differences that makes one sounds better than the other using the same source audio recording?
Thank you

reddit.com
u/ZennikOfficial — 14 days ago