This website is crazy nice. Im a programmer myself, but love making whole games on my own so things like this are godsends to me. Just wanted to say thanks for sharing. On the same breath, had to turn my volume up pretty loud for this video because the vocal mix is really low lololol
This is why, ideally, every sound team needs a sound programmer. When it’s good it’s magical - and you get games like the uncharted series or the last of us.
I love how simple, understandable and straightforward you deliver the content ✨please continue with this series and thank you so much for all the efforts 🙏
I'm just diving into WWISE, and it's much nicer than learning audio for me directly in Unity/Unreal, especially as an audio engineer for the last 30 years. Most of my career has been in audio for video, and just got a job with VR video/ambisonics, but I'm really wanting to hop over the wall into game sound design. It gives me the entire thrill of how impactful sound really is to all forms of media.
This was such an amazing introduction video, it definitely go time thinking more about game audio. The resources you also listed in the vid bio is astounding. I very much appreciate it. Don't stop sharing your knowledge 💃
Man, this channel is a gem! I'm mostly making my own music or doing guitar covers from time to time, but I've always wanted to get into sound design, composing and overall sound implementation over games/movies and try to one day be hired by a development studio to finally combine money with joy I get by making music and sounds. The series of how some sounds can be made is really mind-opening, since all the tools are here! Sadly, I'm trying to learn things such as UE4/wWise implementation on my own, without proper guidance, and due to lack of structured and not outdated courses it's a very steep and overwhelming learning curve, combined with having a busy life outside of work. Especially since there's not a lot of free game projects to work upon in terms of applying sound design. Not sure if that's your area of interest as well, but You could consider making some crash tutorials for people who'd like to feel comfortable moving around these programs just to be able to experiment on their own without pulling their hair and actually put that software "proficiency" on a resume one day :) Big thanks anyway, cannot wait for more similar videos :D
Thank you that's really kind! I've got some stuff in the works that'll hopefully be helpful :) not gonna be out till sometime next year but it's in development!
Just WOW. How did i never come across with this channel before?? I really apreciate your work as a game dev, who seems to be so passionate about his work along with sharing its experience, thank you so much for this Greg, truly inspiring!!
This video singlehandedly summarized Wwise 101 course, amazing work! cannot wait for a future video diving more in deep about the concepts of attenuation and occlusion in Middleware!
Ive always known that you may need middleware to implement your sounds into games and you are the first person that ive come across that has mentioned this on your channel. For newbies they might not know that this is the case, so they go ahead sound design and think they are going to get a job in the industry on this alone, so thanks for pointing this out for the newbies as this is vital info to become a game sound designer.
The video and the resources you linked are amazing! I can second that learning audio implementation is super valuable because not only can you get your sounds in the game earlier on smaller projects, but you can also exercise your own understanding of how the sound works in the game. And seconding the audiokinetic courses linked in the description, they're free and teach you a lot. Thanks for another great video!
Thank you! Got really exited when I saw the notification, really loving your content! (Also HUGE thanks for linking everything you've shown in the description!!)
Awesome video. From my personal experience doing sound design and implementation with programmers, the part you mentioned about not telling them how to do their job can be a slippery slope for the reason that some programmers have never worked with a middleware like FMOD or Wwise which is effectively a whole new tool to the pipeline for them to learn. You're not telling them how to code, but you're telling them how to code a system that will work for you. When talking about Wwise states or switches, or Fmod snapshots I find it almost paramount to be very direct about exactly how a feature should or is intended to be implemented to ensure there arent mistakes that need correcting later on, for a lot of those folks it really seems like their first time working with it, less policing them on how to do their job but setting a gold standard on how to do it correctly the first time with supporting documentation and so on.
Thanks, Jesse, glad you enjoyed it! You make a great point, what I meant with "don't tell them how to do their job" is micro-management. So telling a programmer how to explicitly implement this feature when it might not be the best way to do it as you don't have the knowledge they have. However, it is incredibly important to educate them on the capabilities and limits of middleware.
Thank you, great video ;-) I'm trying to get into audio programming, currently learning C++ and these types of videos are very helpful as they explain things that us beginners need to know about.
Lol, the interview with the programmer is bizarre. I'm a programmer and audio engineer. Implementing sounds into a video game is so fast and straightforward (it basically is always implemented the same), using a Google doc to plan it is insane. Just zoom call the audio guy after you've implemented all of it and fix anything wrong in like 10 mins. Like, let me guess, you want footstep dirt to play when the player walks on dirt... Right? Hahahahah
An amazing list of resources! Greate quality content like always 😁 ... a sound implementation I really enjoy is cooking a well-done steak in the Monster Hunter games... "it's tasty!"
Im loving this type of content. Thank you and bless you! And to answer your question about favorite type of audio implementation, in Prince of Persia Sands of Time when you absorb a sand monster into your dagger you hear this crazy distorted sound. The sound is most likely played back, being consistent with the whole theme of manipulating time. Plus it sounds bad ass. EDIT: Just saw the whole video and really appreciate the sources of research and end-talk!
very nice video with a bunch of good info imo.. do you know something about the bad audio issues in Escape from Tarkov? Is this something about the "engine"? Or what..? And what's might be the three best audio middleware?
just found this channel, great content man! for someone new to this that has been making music for decades but just recently got interested in this more technical area, there are alot of theory and mechanics to learn but how do i actually get practical training? You got any video on this topic?
Thanks for the kind words, glad that the videos are helpful! I'm releasing a website that will help you learn everything about game audio from the ground up this Friday (1st of July 2022) I will pin a comment with the link under each RU-vid video on my channel so just keep an eye on here and you won't miss it! :)
Depends on the device I'm recording with but I try to get 96khz 24bit (I don't have a 32bit recorder at the moment) when possible. This is mainly so that I can pitch sounds down further and retain more clarity in the hifgh frequencies.
Consult, I have purchased headphones from various gaming brands, but none of them convinces me in terms of shooter issues in terms of hearing footsteps or shots from a distance, some told me to switch to professional headphones but I don't know if they are suitable for first-person shooter video games and in third person
Great video again. :) It is so stupid. I'm so interested in all the technical aspects of Sound Design, but I'm kinda stuck with the actual recording and creation of my own sounds. No good gear, no good ideas, not creative enough I feel.... My motivation starts dropping because of this.
I think getting started is often the hardest part! Just pick any cool 3-5 second gameplay clip and start experimenting with sounds, layering, modulating, recording your own stuff, using library stuff, etc. Simply experiment and the creativity will start to come by itself :) Starting is the hard part! Also, you don't need any good recording gear, check out Marshall McGee on youtube he did a video making some epic sounds using just his phone to record source material!
@@GameAudioAnalysis Thanks a lot man, seriously. I don't get it, I'm pretty creative in general. Doing music, photography and all that stuff, but since I tried to get more serious into sound design I really feel like I have literally zero creativity. It all feels more frustrating than funny, I never experienced this to be honest. The video of Marshall gives some good insight in how easy it can be to create some sounds. Thanks, one more time.
Fantastic insight dude ! What about an insight how to seamless make m4a/aac audio loops for games. I mean, from a perfect loop WAV audio files, how to properly encode to m4a/aac avoiding the loop issues due to the nature of that compressed audio file. The coding process either pads it out with samples (gaps) or curtails it. Any compromise solution suggested ? Thank you !
@@GameAudioAnalysis Thanks for the answer but I guess I didn't explain it well... I have already perfect loop audio files, in WAV format. No glitches, no clicks, no artifacts. Constant waveform between the end of the file (looping point) and the start of the file. But as soon as it's converted to m4a/aac it adds a gap and the perfect loop is gone. This is due to the nature of that compressed audio format that needs to have a complete number of fixed size packets of audio samples for the codec (from WAV to m4a) to do it's work. Even if the source WAV audio file loops perfectly, if it doesn’t exactly fit the packet size the codec either pads it out with silent samples (gaps) or curtails it. The packet size for m4a must be a multiple of 1024 samples actually. That fit it’s a difficult coincidence, so the gap will always be there when coding from WAV to m4a. The problem is my Client is requesting me m4a audio files for these music loops, otherwise I would provide directly the WAV file or a mp3 that seems to be less problematic, even if all compressed formats needs to have a complete number of fixed size packets. Any fix suggestions to get those music loops seamless in m4a from the source wav file ?
@@PereRevert I believe that OGG Vorbis files are compressed so they loop seamlessly. You might want to ask your client to consider that instead as. Other than that I unfortunately don't have an answer off the top of my head. I generally don't use m4a/aac files so I don't have a lot of experience with this issue. I hope this was still somewhat helpful and best of luck to you!
Sound quality in games took a turn for the worst after M$ discontinued hardware acceleration in games. Pretty few games use surround sound nowadays despite the widespread usage of surround sound equipment. Maybe with 200hz 4k TVs that support dolby atmos and DTS virtual x perhaps we will see (hear) something better? One can only hope.