r/GameAudio

Inspired by the OST from the game MiSide, I want to start making music with the same feel! Where do I begin?

I recently finished playing through the game and I loved the OST so much that it has inspired me to want to make music just like it, but I don't know where to begin.

I assume the music was made in some sort of music production software, but other than that, I don't know how the developers made the ambient sounds, the instruments, and everything else.

I was hoping someone here could help me out or point me in the right direction! I would really love to learn how to make this style of music and share my tracks with everyone :)

reddit.com
u/Current-Room6602 — 2 days ago

Logic Pro for Game Audio

Hello everybody. I'm a spanish music producer who wants to get into the Game Audio industry, and even though I know Reaper is the man, I believe Logic is a great tool for sound design with a lot of powerful stock plugins. However, I'm considering giving Reaper a shot mostly because it handles massive audio rendering way better than any other DAW. I just wanted to know if somebody in the industry uses Logic.

reddit.com
u/summerwaze — 6 days ago
▲ 47 r/GameAudio+2 crossposts

The /r/GameAudio Community Career Corner June, 2026 - for job seekers, help wanted, new career queries, and evaluation requests

This is the only place in the sub for queries and requests related to;

  • seeking work
  • seeking help
  • new career advice
  • evaluations of work

If this pertains to your own website, then it goes in comments section of the current Share Mine community pinned post


Some links related to industry jobs

Site / Company URL
General/Industry Job Sites
Soundlister Audio Jobs http://soundlister.com/category/audio-jobs/
DevBrada Game Job Listings http://devbrada.com/
GameJobs https://gamejobs.co/search?t=Audio
Developer/Publisher Job Pages
Activision https://careers.activision.com/search-results
Zenimax https://jobs.zenimax.com/jobs
Bioware http://www.bioware.com/en/careers/#current-openings
Blizzard Entertainment https://careers.blizzard.com/global/en/search-results?rk=l-art-animation-sound&sortBy=Most%20relevant
Bungie https://careers.bungie.com/jobs
Capcom https://jobs.jobvite.com/capcomusa
Electronic Arts https://jobs.ea.com/en_US/careers/Home/?4536=%5B8298%5D&4536_format=3019&listFilterMode=1&jobRecordsPerPage=20&
Epic Games https://www.epicgames.com/site/en-US/careers/jobs?department=Audio%20%26%20Design&page=1
Infinity Ward http://www.infinityward.com/careers
Bandai Namco https://www.bandainamcoent.com/careers#join
Naughty Dog https://www.naughtydog.com/openings?department=audio
Popcap https://www.ea.com/ea-studios/popcap/careers
Rockstar https://www.rockstargames.com/careers/openings
Ubisoft https://www.ubisoft.com/en-us/company/careers/our-jobs/audio
Valve https://www.valvesoftware.com/en/?job_cat=audio
Map of Related Companies with Links to Web Site
GameDevMap http://www.gamedevmap.com/
u/AutoModerator — 11 days ago

Way to measure LUFS value from game output when engine doesn't have its own way?

Im currently helping out on a unity game that is just using unity's own audio engine.

I should add no I cannot add any additional code / plugins / extensions etc to the project itself.

Is there some way I can measure LUFS values, perhaps with some bit of software running on my PC in the background? I have an RME interface if that makes a difference. I ask as stuff like OBS has a volume readout even when not capturing, perhaps there is something that can do LUFS?

I have searched about online and results are just for vst plugins or software you load a wav file in, I just want to see current LUFS values my PC is putting out

EDIT: The answer is Youlean Loudness Meter

reddit.com
u/GiganticCrow — 10 days ago

Are Fmod and compass changes no good friends?

Hi! I'm trying to implement a music track into a game. This track has a bunch of compass changes (as you can see in the image) that LINE PERFECTLY WITH THE TIMELINE. I know 39, 40 and 41 look too much together, it's because of the compass changes.

https://preview.redd.it/c3gmny8gh89h1.png?width=1867&format=png&auto=webp&s=03016136b895137b7fd4941da079eb4742496b36

I'm having a problem with the transition. "Some_bad" (parameter) changes to 1, and the transition goes to a bookend that finishes the track. It's quantized to 1 bar, so it's musically logical and easy on the ears. When the parameter changes to 1, what should happen is that the bar ends and goes directly to the booked, logical. What really happens is that the bar ends, it waits 1 more bar in complete silence and then plays the bookend.

The transition timeline is empty, the transition is Quantized at 1 bar, 100% sure (I'm looking at it right now), and I'm honestly not sure what's happening. My bet is that, because fmod is not a daw, having that many compass changes is messing up with the app. But I'm not sure.

I need confirmation to know that this is the case (or someone that tells me that I'm just retarded and doing something wrong, but please, tell me what I'm doing wrong).

I'll be reading you guys. Thank you for your time <3

reddit.com
u/Character_Tap_6889 — 12 days ago

Unity can't read the generated soundbank path of audiokinetic wwise.

https://preview.redd.it/7bb763icjw8h1.png?width=1017&format=png&auto=webp&s=009d73486d72ad4bd54ff8a964eae18d0650525e

Hello. I am trying to figure out why unity can't read the soundbank path of wwise and even if the path is correct in Wwise integration settings. The message below appears after i begin running the game.

https://preview.redd.it/8vp09c2gjw8h1.png?width=1920&format=png&auto=webp&s=60145671eac728e1984bbb62c251e3d1b09f3716

I'm using Wwise 2025.1.5.9095 and Unity 6000.3.3f1

reddit.com
u/eliot3451 — 14 days ago