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What’s the biggest nightmare you face when managing audio in your game development pipeline?

A topic by hipermotiv created 75 days ago Views: 375 Replies: 16
Viewing posts 1 to 8

Most devs I know are constantly struggling with audio, composers, implementation, etc (and the other 200 things involved in indie development) and I want to know about your experiences with your game's audio department.

  • What’s the biggest audio challenge you face in your development pipeline?
  • What do you hate about hiring so-called ''audio experts''?
  • Where do you even find them?
  • What’s the one thing that would make your life 100% easier when it comes to your game's sound?

I'm a game composer and sound designer on a mission to help indie games to be the highest bar in the current and future game industry.

You're free to vent in the comments all you want. I'm all ears!!!

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Every programmer I knew said they cannot find a reason to not use an audio middleware. It really depends on the project, but it mostly a free powerful tool that could save you too much time, and bring more joy. The decisions you made ultimately determine how your project would turns out, as a audio person, if a developer approach me and refuse to use middleware without a good reason, it's a hint that they cannot make good decisions on most of the thing. It's hard to evaluate something you don't fully understand, so you could always consult experienced people, your peers, people you might work with to get more information.



192.168.100.1 192.168.1.1

Absolutely BASED.

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Windows/Realtek driver updates. They regularly screw up my PC.

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Anything that's not Core Audio (Mac) will collapse eventually. Amazing how Windows keep shooting itself with bad software.

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For me, my challenges are tied between: Making sure the sound script I create for my games works and making sure the same sound isn't called upon more than once in a game frame, or else it would sound weird and it runs the risk of crashing a chrome browser.

Implementation for browsers sounds absolutely tricky. Are you a solo dev?

Indeed I am.  I mainly work with web oscillator for my sounds and music and one needs to be careful when operating oscillator notes.

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For me, one of the hardest parts is finding the right music for each scene. Making it feel immersive and match the mood of the moment takes a lot of trial and error. Sometimes a track sounds good on its own, but once it's in the game it just doesn't feel right.

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Well, this is a common problem devs encounter because, when you're in charge of the music, the question is not "You like this?". Taste is absolutely subjective, and there's a TON of music that you might like, but at the end of the day, the game is the one who makes the talking.

The real question is, "Does this work for what I'm trying to achieve?" and that usually leads to an answer you might not like.

Devs that don't have a composer needs to think in terms of music functionality instead of taste. And even if you have a composer, this one needs to work the same way. If your composer says "You like this?", then probably is not a good composer.

Also there is a lot of trial and error if you're doing this on your one. That's why composing requires first playing the game, understanding everything around it and THEN making the music.

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Hi. My answers to the questions:

  • Making sure the sounds are in file formats that work across platforms (where the game is multi-platform).

  • Nothing I can think of.

  • No answer there.

  • Clear labeling of the sounds / the sounds available in multiple file formats.

(Generally, I also like it when it’s labeled whether a sound is looping or non-looping.)

Hope this helps.

Got it. Have you experienced problems because of file formats?

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In regards to making games for multiple platforms… I have. I’m not sure whether the problems were engine-specific or not, but they had to be resolved by including the sounds in more than one format.

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My biggest audio-related fear is loss of hearing.  I'm not deaf by any means, but I'm no longer young and I'm constantly getting older, which means that my sense of hearing is slowly deteriorating.  This means that audio that sounds fine to me might sound like crap to a younger person because it is missing higher frequencies (or, worse, contains high frequency noise) that I can no longer hear.

This is actually one of my biggest fears at the moment. You must take care of your hearing as you would your heart. Having your ears checked by an otolaryngologist twice a year is absolutely non-negotiable. Also, wearing ear plugs for almost everything is essential.

If you do that, your hearing will be fine for a long time, my friend! Look at engineers like Andy Wallace or Dave Pensado. They're really legendary old wizards who would lose both legs before they'd lose their hearing.

My best wishes to you!

The hardest thing in Audio management is to make smooth transition between sound effects and music. Otherwise, game will look like a glitchy software...

Sidechain. Everything.


EVERYTHING!!!!!