КОМЕНТАРІ •

  • @The-Vay-AADS
    @The-Vay-AADS Рік тому +7

    Heh, I've been following DICE style gun sound design ever since the Frostbyte games came out. Copied that style into a Arma3 mod in 2016 or so, with text based configs, always sticked to it as it made the most sense to me. We implemented the same system into Arma Reforger (not exactly, technical limitations) and when I opened up Lyra, I was laughing out loud - it's exactly the same setup that we gun nuts know and love from all recent BF games & that we now also use in Reforger! Distance based equal power crossfades, different crossfade distance settings, distance based high pass, random per entity & shot EQ, all of it. :D And no surprise, lol, of course an ex-dice gun nut did it, only found out later! Hah!
    Much love! Thanks for doing such amazing work fellas and also sharing your wisdom, you're forever an inspiration. :)

  • @fiero_sound
    @fiero_sound Рік тому

    Such a cool and simple trick at 9:39! Thank you!

  • @alex_opr
    @alex_opr Рік тому +1

    Very nice demonstration!

  • @craigowen511
    @craigowen511 Рік тому +9

    This system is so complex for something Wwise and Fmod can do so easily with much better visualisation of what you sounds are doing. Routing and signal flow, metering and tweaking variables like distance, ammo ammount even testing occlusion. This needs a 30 minute video to explain something that can be worked out in about 10 seconds for anyone who has any experience in middleware. Working in a AA studio, time and resources are precious and this seems way too time consuming and difficult to onboard freelancers or juniors. I have no doubt meta sounds has potential but currently its just not user friendly. Ive built similar systems just using sound cues and attenaution, so im not sure why I would choose Meta Sounds over anything else, other than the quantising feature... and even then you could use Quartz instead of Meta sounds

    • @tarekwayne9193
      @tarekwayne9193 9 місяців тому

      Yeah, I totally agree...and this is coming from someone who started modular with Pure Data and Csound. MetaSounds has a lot of potential but it is still early days.

    • @craigowen511
      @craigowen511 9 місяців тому

      @@tarekwayne9193 I made my own tutorial if you're interested:
      ua-cam.com/video/n5z4L43jMi8/v-deo.html&ab_channel=CraigOwen

    • @mitchellrcohen
      @mitchellrcohen 2 місяці тому

      What do most studios use for software? Wise or fmod?

  • @CrownKing2499
    @CrownKing2499 Рік тому +1

    Very nice :)

  • @xTHHxAimiForevr
    @xTHHxAimiForevr Рік тому +8

    Thirty minute talk over what's supposed to be the placeholder audio of a template and nothing about how to implement your own sounds.

  • @loss_
    @loss_ Рік тому

    Thanks!

  • @lkadshglkhvani
    @lkadshglkhvani Рік тому +3

    Why is the gameplay sound so phasey? Did they leave the lav mic open while they were playing videos?

    • @DanReynoldsAudio
      @DanReynoldsAudio Рік тому +6

      Yeah, I think they did.

    • @MrSolcys
      @MrSolcys Рік тому

      Sounds like it

    • @fiero_sound
      @fiero_sound Рік тому +1

      It's kinda funny when videos on how to make good audio have bad audio

  • @rc-st9pg
    @rc-st9pg Рік тому

    so sick of the speechlo ad.