▲ 21 ▼ YSK there is a royalty free sound effect lib released with each GDC (lemmy.world) submitted 4 weeks ago by ViscloReader@lemmy.world to c/gamedev@programming.dev 5 comments fedilink hide all child comments Here's where I get it: sonniss.com/gameaudiogdc If you are making an indie game I beg you to use/make good sounds effects, it's one of the secret sauces imo.
[–] ViscloReader@lemmy.world [S] 3 points 4 weeks ago (1 child) Thanks for the note permalink fedilink source parent hideshow 1 child comment replies: [–] insomniac_lemon@lemmy.cafe 2 points 4 weeks ago* (last edited 4 weeks ago) Something else: if I had decent amount of music in a game I'd probably go with a MIDI soundfont. These can be pretty hefty too, though there is the Arachno soundfont which is ~71MiB for a decent selection of instruments. Which I'd trim down to only the ones I actually use (especially since it directs you to credit soundbank creator info individually). Though I think many of the instruments probably depend on dynamics (like note velocity from a MIDI keyboard) to sound good. Similar for synthesized sounds (non-AI), like sfxr variants, though those might fall on the retro side. And that won't offer complex stuff, voices maybe could use something like DECtalk but I can't imagine getting that up-and-running and also getting it to be multi-platform (I don't like how most modern TtS options sound, MacInTalk/PlainTalk was also iconic though I've never had the hardware EDIT: I just noticed this so maybe it's not impossible. Maybe even use the available WASM as a library via WASI?). permalink fedilink source parent
[–] insomniac_lemon@lemmy.cafe 2 points 4 weeks ago* (last edited 4 weeks ago) Something else: if I had decent amount of music in a game I'd probably go with a MIDI soundfont. These can be pretty hefty too, though there is the Arachno soundfont which is ~71MiB for a decent selection of instruments. Which I'd trim down to only the ones I actually use (especially since it directs you to credit soundbank creator info individually). Though I think many of the instruments probably depend on dynamics (like note velocity from a MIDI keyboard) to sound good. Similar for synthesized sounds (non-AI), like sfxr variants, though those might fall on the retro side. And that won't offer complex stuff, voices maybe could use something like DECtalk but I can't imagine getting that up-and-running and also getting it to be multi-platform (I don't like how most modern TtS options sound, MacInTalk/PlainTalk was also iconic though I've never had the hardware EDIT: I just noticed this so maybe it's not impossible. Maybe even use the available WASM as a library via WASI?). permalink fedilink source parent