Noise Level 1

Hey all,

I'm a bit premature perhaps but, when you at the point in game dev and decide to add music into it, where / how do you find noise makers and what do they charge?

Thanks.

Comments

  • From a previous meet, these tools were recommended, they are cool for 8-bit style sound.
    bsfxr -> http://www.bfxr.net/
    boscaceoil -> http://distractionware.com/blog/2013/08/bosca-ceoil/

    if you want something other than that maybe other members have recommendations, or some of the sound guys might be keen to help out?
  • For music, I would highly recommend Free Music Archive . There are some ridiculously great tracks on there.
  • BFXR isn't just good for quick 8-bit bleepbloops. I use its outputs a fair bit as a basis for mixing more complex effects. For that, I heartily recommend Audacity.
  • freemusicarchive.org is the shiznit, thanks. Although I would love my own unique soundtrack that I could also give as a free digital download.
  • edited
    Well, check out this very site, for one, especially the Sound Challenges. If someone's stuff grabs your ear, approach them about working with/for you and their rates (if applicable). Networking at the devmeets is also a good way to discover and snag potentials.

    Alternately, post your game prototype (hell, I hope you're posting it regardless). It may catch someone's eye and they'll express interest in working for/with you. It's a fairly common occurrence round these parts.

    I'd not worry about music too early in development, though. Focus on getting a decent prototype going first and foremost. The rest will follow naturally.
  • freemusicarchive.org is the shiznit, thanks. Although I would love my own unique soundtrack that I could also give as a free digital download.
    For that you must coax a composer onto your team. They do not simply come when called, you must lure them with a game they enjoy playing and want to be part of. Once they're close to the bank, slowly reach into the water and bring your hand near them. At this stage it is imperative not to panic, moving quickly or shaking will only scare them away! Don't try to force your hand too close, just be near and let them move towards your hand on their own. It takes practice to know what the right hand distance is in order not to spook them, you'll probably scare away a good few composers when you first start out, but stick with it, it'll get more natural as you get better. Then, once a composer is over your hand, slowly start tickling its belly. Don't go too far down the belly, that's just creepy. Also be aware of the gill slits behind the head, so too far up is bad as well. You'll notice that at this stage the composer will start to slow down, it is imperative that you keep tickling! Then, once the composer completely stops swimming for a second (it'll happen, keep tickling) swiftly flick them up out of the water and onto the bank in one smooth motion. Do not try to grab them in the water, just flick! Then it's time to eat, I'll post recipies for delicious composer meals later in the thread :D

    (That's kinda how it worked for DD - we just kept making the game part and eventually people were actively throwing audio at us)
  • Thanks. I am busy prototyping, just not comfortable sharing my current one at this very moment, perhaps in 3 or 4 weeks.
  • LOL great post, but "Don't go too far down the belly, that's just creepy." is my favourite part. :(
  • edited
    I can't wait to try those recipes. Kirkhope à l'orange?
  • Yup, pretty much what dislekcia said (though a bit of an eyebrow-raising analogy XD ). As a hobbyist composer I find inspiration comes easiest when there are visuals to work to (even if it's just concept art), so a prototype should make it easier to attract potential noise makers
Sign In or Register to comment.