r/GameAudio • u/L0racks • Aug 21 '22
r/GameAudio • u/jpneufeld • Feb 01 '13
Some friends of mine just launched GameAudioHub.com, and they're aiming to become the iTunes of SFX and Music for game devs. Give it a look!
gameaudiohub.comr/GameAudio • u/SeaExamination4541 • Jun 19 '26
On Krotos Video to Sound integration with Adobe Premiere, and why I think we're being too optimistic
I want to start with something that I think gets overlooked in these conversations.
This industry is already in a pretty dire state. The demand for work vastly outweighs the supply of real, decent-paying opportunities. Formal hiring barely exists. Networking is practically the only way in. Post houses almost never hire mid or senior level from outside. The number of people who actually make a stable living exclusively from this work is tiny.
That's the baseline. That's where we already are.
Now tools like Krotos' new integration come along, and the general reaction seems to be: "the quality is mediocre, the big productions won't touch it, filmmakers will always prefer human talent, and IA will never truly be creative or intuitive."
Maybe. But I find that level of certainty hard to justify.
The people at the top of this industry (the ones with the credits, the relationships, the reputation) probably won't be affected much. But think about who actually will be. The students. The recent graduates. The juniors. The people working in smaller markets who can only access low-budget corporate or advertising work, projects where the client doesn't particularly care about sound quality as long as the box gets checked. Those are exactly the kinds of projects these tools are already good enough to replace. And those projects, as unglamorous as they are, represent the only entry point many people have into this industry.
So what happens when that entry point disappears?
And on the question of whether IA can ever be truly creative, intuitive, or emotionally intelligent, I genuinely don't understand the confidence behind "never." Ten years ago, what we're looking at today would have seemed completely out of reach. Twenty years ago even more so. What makes anyone certain that in five years these tools won't be capable of things we currently consider exclusively human?
I'm not saying this to be alarmist. I'm saying it because I think we've already made one version of this mistake, accepting an industry structure that is deeply unfair to most of the people working in it, and normalizing it because it was uncomfortable to confront. I'd hate for us to do the same thing with this.
Boycotting these tools individually doesn't solve much. The people outside our industry who would happily use them vastly outnumber us. What might actually matter is some form of regulation (laws, limits, something with teeth). I don't know exactly what that looks like at a global scale, and I'm not pretending I have the answer. But I think it's the conversation we should be having instead of reassuring each other that everything will be fine.
Because I'm not sure it will be.
r/GameAudio • u/No-Situation7836 • Nov 11 '22
The Games Industry Is Failing the Working Class
r/GameAudio • u/[deleted] • Dec 29 '20
WWise 101 Certification Help!!!!
I have taken the Exam 3 times and have gotten 86% several times. I need at least a 90% to pass, and once I pass I have a job waiting for me. Does anyone have any tips? It's really professional life or death on the line.
r/GameAudio • u/megmcduffee • May 25 '17
The Gender Bias in Game and Film Audio - Hire More Women!
r/GameAudio • u/BranchBeneficial4671 • Feb 05 '24
Musician that grew up with a PS controller in hand instead of a father, coming from an electronic music background and finally got into video game sound design.... Now I'm at a quarter life crisis having realized I don't know how to write "video game music", eg. cinematic/film/hollywood music. Help?
Hey! Im nearly done with my Wwise project for my school's closing exam where I have to rework the 3d unity game kit .
I've had dozens of released and hundreds of finished songs in mostly Ableton, mainly coming from a techno background. Decided to give this a go as video games were always something very dear to me. I've learned to script, and made my consultant happy by showing him my atmospheres and foleys, footsteps, etc.,.... then it came to actually writing music for it, and I felt like I hit a dead end.... Ofc I've known it's different than a loopy 4/4 noisy techno track, but I feel like I don't even have the right tools to make it. Millions of sequencers and my beep boop harsh noisy Ableton presets just wont cut it.
My teacher recommended Spitfire's free BBC orchestra kit. Could anyone who had similar problems, coming from music but having a hard time to transition to this, I guess "orchestral" music? I don't want to spend all the money in the world for them as I don't have that kind of money to spend, but if you know any good all-rounders you'd recommend to someone who's more than familiar with a DAW just don't have the tools to make a combat/battle music for a video game, please let me know! All help is appreciated.
r/GameAudio • u/[deleted] • Aug 04 '25
Reaper vs FLstudio
Hello I want to create music for my games im a beginner on game dev and i want to know which better reaper or FLstudio. I don’t have a lot of money to buy musical hardware and, I didn’t use any daw in my life and, I don’t know anything about them I’m a complete beginner.
r/GameAudio • u/Soundsgoodman • Dec 03 '11
Hey Gameaudio!
Hey everyone,
I decided to join /GameAudio thanks to GA's very own sunburner. I am a Fullsail Student in my first year of Recording Arts. I hope to learn and contribute as much as I can here.
r/GameAudio • u/TheOneTheOnly419 • Apr 25 '20
Unity or Unreal?
I have been making orchestral music for a bit. And I finally got around to downloading unity, but should I focus on learn Unity or Unreal first?
Also does anyone know any good videos for learning the music and sfx aspect of these? Thanks!
r/GameAudio • u/AdministrativeWait55 • Nov 18 '22
Better headphones sound worse than old cheap one
I had recently purchased the HyperX Cloud 2 and ran into an issue regarding its audio. The audio has a lot more bass(?) and is very "cinematic". I am not sure how else to explain it so I apologize for the bad descriptions. But essentially, it is far more difficult to hear positional audio in game, and gun shots become muffled and echo-like. I am not sure what to do to fix this. This occured also with my apple earbuds. The only headset that this problem did not occur with is with my old xiberia headset I got for $28. That headset was the best and I often found myself hearing more than my friends with more expensive headsets. Is there some settings I can tinker with to fix this issue?
r/GameAudio • u/[deleted] • Mar 14 '17
Royalty free music
So I am developing a game (wow) and I am going to have multiple radio stations.
The good
I used to work for a radio station, I know my stuff in that area.
I am looking for budding artists and various genres.
Big focus on my game is music.
The bad
The point for my first video game project is don't put money into it until it is giving me money.
I don't know where to get music
Big focus on my game is music.
So when I worked for this radio station ALL our music was free. You don't pay for music. Producers send it to you, they don't even know who you are, they see "radio station, here is music"
My highschool radio station was getting free music from daft punk. We didn't play any EDM music whatsoever.
Now I heard of SoundCloud, never used it because what it sounds like it's a place to fart in a microphone and upload it to unsuspecting victims. So I don't know how the community works and the limitations of the music.
I can't offer money, I can offer credit in my game, but that's it.
I could do the hard way and get back in contact with my radio contacts. But I am hoping reddit can help me find a group of people who say "here's music, I don't care what you do with it just give me credit"
r/GameAudio • u/redditer3331 • Sep 09 '16
Sound Effects AAA Games?
What program do big game companies use to make sound effects and how do they do it?
r/GameAudio • u/Kaeltro • Feb 26 '12
How I feel being told to make music for a game when I have nothing to go on...
r/GameAudio • u/Sheraf83 • Dec 03 '20
[help needed] Looking for a sound designer
Hello, sorry I'm not sure if I can make a post like this here. I'm looking for someone to build the sounds for a short animated film I'm making. It's a sci-fi story happening in an underground bunker with robots, nuclear explosions, blast doors, and computer A.I. going haywire.
I don't know how much time it would need, I have a budget of 80$.
Is there a better subreddit to ask for something like this?
r/GameAudio • u/Gabou26 • Aug 14 '20
Wondered about y'all's policies against your songs usage in games/other.
Someone asked me this question recently and i don't really know what to think.
(I'm a small Composer)
Any response is appreciated!
r/GameAudio • u/cozybrain • Jan 06 '23
have you guys ever dealt with an undesignable sound? or can any sound be designed?
r/GameAudio • u/AzulCrescent • Sep 30 '18
Hi. I'm someone getting into gamedev and I'm trying to learn music making. Can I get some instructions?
As the title says, I'm a newbie game dev, and although I know programming and art, I have absolutely no experience with making music. I've downloaded Boscaceoil, and tried out stuff, but I'm sure that learning it from good resources would be a better way to improve as opposed to randomly trying things out.
However, I don't know WHAT I don't know. So where would be a good place to start learning this stuff? I've looked at the wiki for this subreddit and this seems like a place for people who already know music making. Thanks in advance!
r/GameAudio • u/PandaTheVenusProject • Nov 26 '21
If I am willing to spend the money to get the equipment, how hard is recording sounds for my game?
I imagine all the mastery comes with taking the sounds and mixing effects from them right? A bozo like me can set it up and record with little difficulty right?
Figure I could artfully wack stuff and pay one of you guys to edit them.
MK11 made the recording process look straightforward.
Where can I learn to set up a recording area?
Also if you got tips I will hear them.
r/GameAudio • u/Neat_Cup3335 • Dec 30 '24
SoundLy
What's the point of recording my own foley sounds if there's already everything in Soundly or other sound bank? whats the point of doing sound design if there's thousands of soundbank everywhere. Am I wasting time? I find most fun is doing field recording. Or maybe it's a mixture of both?
r/GameAudio • u/PerrySpiers • Oct 08 '20
Looking for a game developer in need of audio work!
Hi guys, I am looking for a game developer capable of creating gameplay and visuals wanting to start a collaborative game project to gain the experience of working jointly with myself to integrate the audio (foley, sound design, music).
I am a third year Uni student studying Music Tech and Production with 14yrs experience recording and playing guitar. This year I am tasked with finishing my degree with a large final project and have decided Game Audio is what I want my project to possess.
Can any of you guys please point me towards anybody who is in need of the experience of collaboration, preferably someone who is a game developer who can cover the scripting and creation side of games whilst I fix up everything sound related (Foley, sound design, music comp).
If you have any questions or think I am being too vague, please ask. I am new to this platform and am not sure if this is even the place to make this post, nonetheless thank you for your time giving this a read!
r/GameAudio • u/Kabraxis • May 12 '13
Game Audio Network Guild - GAME AUDIO NETWORK GUILD (G.A.N.G.) ANNOUNCES FINAL NOMINEES FOR 11TH ANNUAL G.A.N.G. AWARDS
r/GameAudio • u/drummsonguitar • Jun 30 '20
How did you break into the industry?
How did you break into the industry and what did you learn from that experience?