Posts Tagged ‘sound’

Sound Designer/Composer Avail

Posted by (twitter: @tinson_b)
Monday, August 19th, 2013 1:38 pm

Hey, just joined the site in order to collaborate with people on any game projects that are in need of any sounds and/or music. Also wanting to collaborate with people on the upcoming gamejam this weekend.

Heres some examples of my work:

– https://soundcloud.com/bengtinson

– https://vimeo.com/bentinson/videos

Get in touch!

Cheers,

Ben

More Free Game Music

Posted by (twitter: @franklinwebber)
Monday, August 12th, 2013 10:26 pm

Several posts mentioned people looking for free songs they could use in their Jam entries. I posted this at the close of the last LD and someone asked me to post this again around the time of the next one. All the songs that I have created and posted to SoundCloud are free to use with attribution. For those of you that saw this post last time, I’ve added nearly 20+ new sounds. Message me if you decide to use them, I would love to see your awesome work.

Noise

More atmospheric and noisy, this collection of sounds is probably suited for building tension.

Funkier Than Thou

The more instrumental tracks are more laid back and enjoyable. I keep picturing them being well suited for some kind of post-modern game or puzzle game.

Do Hairballs Dream of Dryer Sheets

Much more musical and melancholy. A few chiptunes tracks mixed in with a few songs that work well with a Mario platformer game.

This Is Hard

Posted by (twitter: @powderblock)
Sunday, May 26th, 2013 9:29 am

This is hard. I am making a game called Save The Cores, and I am worried I won’t be able to finish. Going into this, I knew things wouldn’t be super easy. I am using Flash and Action Script, I have barely any experience with Flash, so that was hard in it of itself. In retrospect, not the best idea.

Also, recently I have been having some personal problems, and I have been having trouble making games. I am sure this is a problem that a lot of indies face, but being a teenager, mine might be worse.

Anyway, update on Save The Cores, I have collision up. Which is a massive pain with Flash, it reminds me of the time I tried to code a calculator in year five. Just a ton of if statements and hitTests. Sound is a pain in the ass in Flash. It refused to use the music my musician made, so I might not even have sound. I’ll try and finish, but no promises.

“You are, A Shadow” Updates

Posted by
Sunday, April 28th, 2013 7:29 pm

Continuing from http://www.ludumdare.com/compo/2013/04/26/had-to-meditate-but-got-an-awesome-idea/

The game is called “You, are a Shadow” and will use this post for updates :)

All time in IST zone:

April 29th, 2013

0753 hrs – LOL I just noticed that there was an hour of submission time too.. didn’t know that. Submitted before that. :)
I dont feel like booting up my machine again and adding that missing credits line… too tired, eyes shutting down and I know once I start editing something..  meticulous me is going to find more stuff to fix.. and the finally compression and host again on my server… dah No can do; sorry 😀

0714 hrs – Trying to pull myself up from all the exhaustion.. and randomly look at some entries from other Indie devs posting on IRC.
I also remember that my over stressed brain forgot to add one last source of sound credits… Jamendo.com .. my bad.
Don’t think its a good idea to now edit the compo entry.. it’d probably make it invalid.. so I’m just mentioning here for good karma. :)

Also pic of my desk now, trying to clean up 😀

The 5 energy drinks and food (not visible in pic.. burp) that kept me going :D

The 5 energy drinks and food (not visible in pic.. burp) that kept me going :D

0707 hrs –  Damn :)  23 minutes left and I just made it in time.. Submitted the entry.  Yippie Yahoooooo!!! 😀
Here it is folks – http://www.ludumdare.com/compo/ludum-dare-26/?action=rate&uid=21211

Meanwhile, updating log since last timestamp…  I banged my head on a spiky wall to get the music right .. and its still not there to my taste.. a lot of sounds I couldn’t get them right.. so had to use “Coin” sound effect :( ..   But hey! atleast it is complete.
I took a ton of time to find the right music that can set the mood and go well with the graphics.

Also decided to add a credits page at the last moment (not for self appreciation, but to credit the sound sources) .. oh well.. added my name too. 😀

Hoping you guys have fun playing my game 😀

Btw, facebook page is here for the Likes 😉  – https://www.facebook.com/YouAreAShadow

Hugs to everyone who participated.
0306 hrs – About 3+ hrs left.. I made a list of all sounds I need… it looks like I need about 16 tracks YIKES!
Streaming Live again – http://www.twitch.tv/toonheartgames .. watch me pull my hair creating game sounds. Will I be able to do it?

0204 hrs – Sorry guys, long pending update.
In the last couple of hours I fixed fonts issues,
a ton of math on ‘probabilities’,
reworking some backend calculation and level difficulties,
designed more graphic sprites,
added a tutorial :),
added the final score screens and that’s about it on the game. :)
I also took a little rest in between.

So, what’s pending?  Sounds and music .. YIKES! .. I’m so noob at that… and just ~5hrs left for the compo to end… I gotta hurry.
Also, I am not sure if I will find time to do some animations :(
Let’s race for it.

Meanwhile, yet another teaser for you :) .. I hope I am keeping you guys interested 😀

Life of a shadow?

Life of a shadow?

April 28th, 2013

1418 hrs – Title screen is done. Back to graphics. A game logo is done :)

Having trouble with CSS stylings using custom fonts.. Trying to fix it.  Meanwhile, here’s another teaser to keep you interested 😀

half cut logo to keep it suspense :)

half cut logo to keep it suspense :)

1218 hrs – Finished coding 13 levels… some seriously difficult decisions for the gamers to make in the game. I’d advise not playing the game in front of your girlfriend or boyfriend. Disclaimer: I am not responsible for any break-ups that might happen :)

 

0513 hrs – Taking a small nap. Unable to hold my head up. Will resume coding level generation after the nap.

0453 hrs – Decision algo has been moved from paper to Code. Here’s another sneak peek of how ‘You, are a shadow’ will play with your brain. 😀

You, are a shadow.. with a  ton of troubles :)

You, are a shadow.. with a ton of troubles :)

 

0319 hrs – Finished scribbling level brainfuck mapping for 13 Levels… that’s right.. 13 levels :)
Now to put them in code 😀
Damn in last 41 hrs, I slept for 3.25 hrs. Too tired to work on #LD48 … AND then someone reminds me of my superenergy music playlist .Hell Yeah!
Listening 2 music tracks of Naruto, DragonBallZ, TheSocialNetwork, Rocky, TopGun, @battlefield3_ & supercharging myself.
My #LD48 is still ON

 

0230 hrs – Put in graphics in the game. Wrote some nice effects. Took care of player movements and collisions.
Currently scribbling level challenges on paper.
Meanwhile, 3 energy drinks, 2 dark chocolates and 1 paya gulped down.

April 27th, 2013

2237 hrs – Almost all the graphics is done.. except tiny bits I guess.. which I will do later. Honestly, tired of drawing now.. since last 12hrs.
Let’s start off on the code now. Will fill in missing stuff later.

More teaser

Some sprites of the game :)

Some sprites of the game :)

 

1858 hrs – Major part of the art is done.. except a couple of characters and items. :)  Taking a small break as of now.. wrists paining.
Here’s another teaser for you guys 😉

Ooo la la :P What was the theme again? Minimalism ;)

Ooo la la 😛
What was the theme again?
Minimalism ;)

1140 hrs –  Planned rough layout of game graphics on paper. Now live again at http://www.twitch.tv/toonheartgames doing game art on inkscape.

1020 hrs  – Rough gameplay mechanics done on paper. Now to start art. Ok looks like I need my first energy drink of the day.

0910 hrs – I name the game “You’re a Shadow” :)

0900 hrs – Huaaaaaaaaa….. Just hit a super cool kick ass idea for the theme

0840 hrs – ok now, time to get serious. Lights off.. shirt off.. Seiza posture meditation.

0830 hrs – 1 hr gone. No solid ideas yet … arghh.

0800 hrs – Right of the bat @ludumdare 26 theme is making me cry 😛 Who Dafaq voted for that theme 😛

0708 hrs – Just woke up, brush in mouth.. thought I woke up 40mins late for #LD48 Sigh :( W00T, @ludumdare website says 20 mins to start! Yippie! :)

Story and Sound

Posted by (twitter: @mostley)
Saturday, April 27th, 2013 4:36 pm

5 hours later it does do sound! And there’s some kind of story *erm*

 

You can smash pots! what do you want more?!??

…I should probably start putting some level design in there…

oh and enemies, weeeell…

 

New Update: Check It Out

 

Great Idea !!11! Lets Play ZELDA

Great Idea !!11!
Lets Play
ZELDA

 

President vs Eevol: Music Postmortem

Posted by
Monday, January 7th, 2013 12:05 pm

Hello everybody! This is the fourth of a series of four postmortems for our LD25 game “President vs Eevol“. Every article will cover a different aspect and point of view on the game’s development. The following post-mortem is on the game’s music and is written by composer Matteo Gagliardi.

President vs Eevol

Postmortem #4 of 4: Music

Hello, I’m Matteo Gagliardi, the composer of the President vs Eevol soundtrack and one of the original founders of the OmniàRing Project.

 

1. The OmniàRing Project: An introduction

This post-mortem will be mainly focused on music, but Sun asked me to write something about OmniàRing itself so I will start with that.

In early 2006 I was a lot younger and I used to spend most of my free time playing and talking about videogames. I was involved as admin in a Nintendo fan community, we were quite small and I decided to create a webring of Nintendo communities to help us grow: Nintendoring was born.

Shortly thereafter all the communities of the webring merged and we realized that we were mostly more interested in our various artistic projects than talking about videogames: I was composing my first EP (called Tetraktys), Sun Shiranui was making his first videogame (a Zelda ALTTP clone as he recalled in his post-mortem) so at the end we changed our name to OmniàRing, from the latin word “Omnia” (Everything).

 

OR Logo

The OmniàRing Logo

 

2. Making music for flash games

I worked a lot of times with Sun Shiranui but we never made a complete game together.

When he gathered this incarnation of the OR Team for this Ludum Dare, initially I wasn’t supposed to join as a composer, since I was busy working on the final mix of my latest album. So what happened is that he wrote a song on his own, and when he sent it to me I started arranging it for fun. In the end, he asked me to join the team and the song became something completely different and new.

Since we were working on a flash game, I had two important goals in mind:

1) Make something easily loopable

2) Make something short and lightweight

 

loading bar

One of my main concerns were loading times

 

3. President vs Eevol: The main theme

The main theme is thirteen seconds long. I used some drones and a sparse beat to give a subtle rhythm.

I wanted this to be hypnotic and mesmerizing.

Usually, working on a soundtrack for a videogame I prefer it to be interactive and bounded to the action on-screen, but since the team was working very hard on the core of the game they coudn’t give a lot of feedback on my work, so I had to keep it simple.

 

President vs Eevol main track

The use of drones makes the track easily loopable

4. President vs Eevol: The boss theme

The boss theme was more of a problem because Sun suggested using electric guitars. I worked on it during the second day while nothing of the boss battle was ready, so I had no idea of the precise scene I was supposed to make music for.

So, using only the general description Sun gave me, which consisted in a room where you have to kill the president using your bombs while he runs around, I started working on the piece.

I’m a keyboardist, so I don’t have any real guitars. I tried some synths, but in my mind the sudden change of style from drone ambience to something like Doom’s OST wasn’t good at all.

So during the third day I decided to try something else.

The track is mainly based on some huge percussions played on a Korg Wavedrum, but I used also the same drone of the main track to have a feeling of coherence. It was finished way before the team even started working on the boss battle, so I was really clueless, but listening to it now I think I made the right decisions.

 

President vs Eevol - boss track

The drone loop is synched with the wavedrum

 

5. Last thoughts about developing the game

So, did I accomplish my goals?

In a way, yes, I did.

The team had some difficulties dealing with the looping of the tracks. They tried mp3 and they later found out that for some reason mp3s don’t loop well, so to make the loops work they had to use uncompressed wav, compressing it only later using the flash IDE.

The main track of the game is only 580 kb and the boss track + all the SFX is 380kb.

I wanted them to be even lighter, but time constraints forced the team to work on more important things.

I think it’s really important, working on a web game, to have really short loading times and it’s even more important on a Ludum Dare, where you can try thousand different games in a short period of time and maybe you can even drop one just because the loading time is too long.

At the end it was a really interesting and compelling experience and I want to thank all the people who enjoyed (or will enjoy) the soundtrack of President vs Eevol.

Thanks again for joining me in this review of the composing process.

My home studio (dec 2012)

My home studio at the time of President vs Eevol development

Thank you kindly for joining us during our series of four postmortems for our game President vs Eevol. You can read the other postmortems here: design, code, art. See you in the next Ludum Dare!

AudioWiki

Posted by (twitter: @csanyk)
Thursday, August 23rd, 2012 10:14 pm

A few months ago, I started a wiki to try to organize my notes and thoughts about audio and music in the context of game design/development.

What I have up is currently quite limited, but I hope to add and develop it in time.  And since it’s a wiki, it’s easy to help contribute.

Sound Assets for Indies & Ludum Dare

Posted by (twitter: @Ralkarin)
Friday, December 30th, 2011 12:06 pm

Hey Indies,

One thing that my LD 22 entry (and most games I make) lack is sound.  I have little to no experience making sound, so I wanted to get some feedback from the community about how indies either prepare or gather sound effects for their games.  Right now, my “option of choice” is to go to Freesound.org and play with sounds for ~1 hour until I find the ideal one I want to use (for 1 sound clip), and it takes forever, and sometimes the sound I want isn’t there!

I did notice the LD team was awesome and posted a bunch of tools here: http://www.ludumdare.com/compo/tools/ for us to use, which is cool, but I had a few questions for the community.  Answer as few or as many as you’d like! :)

Do you use LD’s recommended tools?  Are they any good?
Do you outsource your sound generation (can’t for LD-comp) to someone else?  Do you pay them?
Do you use any other tools to generate sound?  Free vs. Low-Cost?
Do you make your own music?
Finally, do you use any reliable royalty-free sites to pull music and sound from? (is that legal for LD?)

Thanks for sharing!
Josh

MP3’s for RPG dialogue voiceovers

Posted by (twitter: @McFunkypants)
Friday, June 17th, 2011 2:28 pm

Voicebox is a very simple HTML example for RPG games that require voiceover dialogue. Instead of carefully recording all of your game’s speech, certain characters can be assigned an “alien tongue” that is made up of simple nonsense sounds. Much like in the original KOTOR adventure game by Bioware, important characters can be given proper English voiceovers while secondary characters or those you don’t have time to record dialogue for can simply play random snippets of silly “fake” speech like these. Believe it or not I recorded these myself using a microphone (in between bouts of laughter). Feel free to use these recordings in your game. Enjoy!

http://www.mcfunkypants.com/2011/voicebox-mp3/

 

mailman progress – zombies moving around

Posted by
Saturday, April 30th, 2011 6:00 pm

LD20 mailman progress – zombies moving and sound from Hamilton Lima on Vimeo.

ha ! zombies moving around in the city, soundtrack playing, each different type of zombie with his different sound ! hahahah I love zombies !!!

next step check zombies colision with the walls and with the main char

Angry Caverns – v0.4 Sound Added!

Posted by
Sunday, August 30th, 2009 12:28 pm

I’ve finished plugging in a bunch of sound effects for Angry Caverns and you can hear and play the result here (Flash)

Now I’m off to use Reason to compose a quick main menu loop and at least one level loop…

Then it will be time to generate some more levels than 1  !

EDIT: If anyone plays and the sounds are too loud / soft / annoying.. feel free to let me know!  Thanks  :)

jSfxr

Posted by (twitter: @OMGWTFGAMES)
Tuesday, June 23rd, 2009 8:07 pm

Anyone notice this yet ? jSfxr: a Java applet by eigenbom, inspired by Dr Petter’s sfxr.

This could turn out to be a handy tool for those last minute sound effects (although for me, sfxr does just nicely) .. except it seems to lack a save-to-WAV function …

Sound

Posted by
Saturday, May 10th, 2008 5:23 am

I put up an article on basic sound synthesis yesterday. It had been requested by some folks. Touches on fundamental aspects of sound in general as well as more specific details relevant to classic retro waveforms and the kind of stuff sfxr does.

Heli sound!

Posted by (twitter: @drZool)
Sunday, December 16th, 2007 1:22 am

Thank to DrPetter’s sfxr app I managed to get a decent heli sound. After wrestling the XNA sound app, I got it to pitch with the heli’s thrust value. I got rid of the polygon objects and focus now on rectangles. perhaps I need some springs… hmm. Oh and I got to get some gameplay, important that one. Anyways I gotta catch a train, there is a x-mas “smorgasbord” waiting for me 110km south… ta ta!

sfxr sdl – sound effects for *ALL* =)

Posted by
Saturday, December 15th, 2007 5:25 pm

I ported DrPetter’s excellent sfxr (info) to SDL, so it can now be compiled and run natively in Linux!

Download: sfxr-sdl.tar.gz

Just type ‘make’ to compile. You need SDL and GTK 2.

sfxr – sound effects for all!

Posted by
Thursday, December 13th, 2007 6:13 pm

Been tinkering with this over the last couple of days.

EDIT: Official sfxr homepage – http://www.drpetter.se/project_sfxr.html

As the audio geek I am, I find it a bit unfortunate that most LD48 entries are usually silent. I figure it’s probably due to the authors not having a quick ‘n’ easy application at hand for making sound effects and therefore neglecting that aspect of the game in favor of code and, usually, graphics. Even simple sound effects can add a huge amount of immersion and fun to a game, though.

What I present here is, if you will, an MS Paint for sound effects… or something along those lines. It’s meant to make it dead easy for anyone to whip up a few simple sound effects and save them as .WAV files for playback using most game/media libraries like SDL or pygame.

Basic usage involves clicking the left-most buttons to automatically generate random sounds loosely targeted at certain categories. For more advanced users it’s possible to spend some additional time to manually create fairly varied and interesting sound effects.

The interface is based entirely around sliders for controlling sound parameters, along with a few buttons. Even if you don’t want to spend time learning about all the sliders you can still have some fun just hammering away at them and listening to the various sounds that come out.

Hopefully this will mean that there’s no longer any valid excuse for anyone to get N/A in sound!

Download: sfxr.zip (win32, 48 kB) – Latest update: 2007-12-15 (see screenshot)

EDIT: Apparently it sort of works in wine 0.9.50, though with some stability issues. Fortunately though, the good Gerry JJ/mjau managed to port it properly. Here’s a copy of his post:

I ported DrPetter’s excellent sfxr (info) to SDL, so it can now be compiled and run natively in Linux!

Download: sfxr-sdl.tar.gz

Just type ‘make’ to compile. You need SDL and GTK 2.

Source code is obviously included in the portable archive, and anyone is free to use or modify it for anything they please. There’s no need to credit me, although it would be nice if you did. I would also appreciate a little email note if you do create something cool based on my code.

If I get around to making a little update I’ll include source code in the win32 archive as well.

sfxr.gif

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