Hi! I'm interested in the audio role. I'm a self-taught sound designer and composer with 6+ years of experience working with professional libraries (Boom Library, SoundMorph, Sound Ideas and others) and REAPER. I don't have Wwise/FMOD experience yet, but I'm a fast learner and can demonstrate my asset creation process live via screenshare. Happy to discuss on Discord! My Discord handle is "kotoshmet".
Kotoshmet
Recent community posts
Hi! Yeah, it's weird to answer in a thread that's been dead for like 4 years, but I guess it's better get an answer late than never. My feedback will be brief because there's around one or two issues in each of the audio demos. The original one that you made with your headset is good enough. What it lacks is merely: noise gate and compression with sidechain applied. Noise gate can be soft (have 6-8 dB of reduction) with a relatively low threshold - noise or room treatment isn't that bad, so no need to think too much here. About attack and release - you can simply leave both at around 0-3.5 ms. That works for me, might also tighten up the sound, too. As for the compression - your audio is too dynamic and those tch, s and sh sound are really harsh. You can kill two birds with one stone here: use compression as usual to even the dynamics, then add a sidechain (in FabFilter's Pro C-2\3, for example), activating the sidechain EQ and adding a high shelf or a focused bell to make the compressor work harder on those high freqs.
The remastered one is better though, the only thing it could certainly use is a touch of high shelf boost to give the voice more of clarity and make those sibilant letters shine - in the attached video they are rather dull and sorta lost (most likely whatever noise reduction you have applied there took too much of the highs). You can also additionally cut a bit of low-mid\mid frequences (just a touch, around 1-3 dB) to let other frequences breathe more.
Still, you did develop your skill and it's noticeable in your demo video. Well done!
Hi! I'd like to answer your questions and share some feedback to help take this to a more refined state. I'll answer each question in the order you've asked them:
- The composition and vibe are delivered nicely within your track. Violin and keys being slightly spread apart in panning gives a nice touch of clarity and sparks interest; having both instrument tracks right dead in the center isn't so fun, especially if they initially (before any processing) are mono, right?
- I had no experience with game engines to give a good answer, but having stems for whatever purposes (remastering to fit better in game's style, remixing, programming the triggers for audio cues, ...) is always a good thing. I think it's always best to include it - maybe some would be happy to simply use the soundtrack as is while other may want to edit the audio to suit their tastes and project's style.
- Maybe the violin has a tiny bit too much of harsh frequences. A simple subtracting bell would be enough, just make a ~1-2 dB cut somewhere in the upper mids and it's alright. What is a buzzkill here though is those bass drums and no proper bass. The former seems to be overly loud, but maybe it's because it has no other bass-occupying instruments in the mix. I could hear some low freqs in the track, but the keys don't have low notes programmed (or performed), so there's a hole that creates the unwanted contrast that also accentuates those bass drum hits. I'm sure that there are free VST instruments or Kontakt libraries that would help you fix that last issue.
Overall, the work is solid, I liked it! Considering it's your first project of this kind, you've done well.