[gameprogrammer] Re: Sound Effects
- From: Marian Schedenig <m.sched@xxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 15 Aug 2006 17:12:04 +0200
On Monday 14 August 2006 13:22, David Olofson wrote:
> I have no idea what's most common, but I've seen (heard) pretty much
> everything; sounds from old commercial games that have been put in
> the public domain, original recordings, synthesized sounds etc.
>
> Some are probably stolen, or based on stolen sounds from commercial
> games and movies, but that's a legal gray zone. I wouldn't go there,
> for several reasons, moral and others.
As expected. And yes, I'm trying to avoid that, though it doesn't seem easy so
far - hence me asking. :)
> Record and process. You can use vocoders, extreme resonant filters,
> distortion and other effects to transform pretty much anything way
> beyond reconition.
I've been thinking about that, I just have yet to figure out how to do it.
> You can also create sounds from scratch using various types of musical
> synthesizers. Virtual analog synths and modular synths and similar
> (Csound, SuperCollider, Nord Modular and whatnot) are probably the
> most appropriate types for traditional sci-fi style sounds. Of
> course, the more powerful the tools, the harder it is to get them to
> do what you want... :-D
Indeed. I've installed csound, but haven't really gotten around to figuring it
out yet. My only previous experience with synth sounds is hacking up sounds
through hex numbers on the C64, so I have a lot to learn yet.
> Generally, the licenses of the more expensive CDs allow you to use the
> sounds in pretty much any way you like, short of just selling them as
> is.
>
> The cheaper ones are either, uhm, not quite as good - or they may have
> a license that does not allow commercial use, so you have to pay
> extra for a different license. Could save some $$$ if you only need a
> few of the sounds in the library.
Very useful information, thanks! Most store websites are very quiet about
licensing details etc. from what I've found.
> (BTW, the game *data* doesn't have to be GPLed, just because the code
> is... Hint: Id Software.)
True. I've mentioned the GPL a bit prematurely; I do intend on making the code
GPL, but we haven't yet decided on the licenses for gfx, music etc.; it very
likely won't be the GPL, though I do want to keep it as "free" as possible.
Very helpful hints, thanks a lot!
Marian.
--
http://www.musgit.com
http://marian.musgit.com
Hofstadter's law: "It always takes longer than you think,
even when you take account of Hofstadter's law".
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