Audio Arts - Week 6 - Sound Asset Design:
Audio Arts - Week 6 - Sound Asset Design:
Despite my initial reservations about F-Mod, I found this to be one of the most simple, straightforward and constructive tutorials I have experienced to date. I thought I was back at TAFE for a minute…
The only thing that let me down this week was the engine designer thingy with the four sliders for RPM etc; it didn’t seem to affect anything. Probably something simple I’m missing. All other sections of the chapter were very helpful, and for the first time this semester I thought to myself that game audio could actually be fun! I shall quash such hedonistic thought patterns in due course.
F-Mod does contain some very intuitive features despite its beta-feel clunkiness. I am at a loss as to why all the standard features of today’s software have been omitted (cut and paste, option drag duplicate, quick undo etc) but it’s still manageable. The 3D – 2D morphing capabilities are very effective, as is the ability to use real-world analogies like ‘yards’ (I prefer metres myself) and decibels for x-axis – y-axis placement.
The lack of F-Mod factory sounds didn’t stop me from using all the features with some trusty EMU samples. Note my far from gattling gun “kick – H H H H – snare” is not all that, but it helped me to understand the functionality of the cycle tutorial.
Click here to link to online folder containing an MP3 example of this weeks effort.
Reference:
Haines, Christian. “Audio Arts - Week 6 - Sound Asset Design.” Lecture presented at Tutorial Room 408, Level 4, Schultz building, University of Adelaide, 28th of August 2007.
2 Comments:
You experienced the same thing as me, regarding the FMOD engine designer. Rename your parameter layers to lower case "rpm" and "load" then it will work.
Very good sir.
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