Cool article from Peter Kirn about TechAudioTools: cdm.link/free-techaud...
Cool article from Peter Kirn about TechAudioTools: cdm.link/free-techaud...
It's called a Minichord synthesizer and I first saw it here on bsky!
This was a demo I put together for GameSoundCon last year to showcase some of the possibilities of MetaSound preset widgets.
My widget is forwarding MIDI events from my Minichord device to the MetaSound, analyzing audio bus outputs, and editing a drum sequence.
www.youtube.com/watch?v=9RQn...
Excited to share some MetaSound tools and widgets that @dannthr.bsky.social and I put together! Get the TechAudioTools Content plugin now on Fab for UE 5.7 www.fab.com/listings/d44...
Hey #UEAudio and #MetaSound fans, consider submitting a talk proposal for UEFest this year! Deadline is Jan 22nd.
www.unrealengine.com/en-US/news/a...
β’β€ CULTIVATOR is live now on @play.date Catalog! β₯β£
I started this project making a bunch of crazy 1-bit visual effects to go along with my music. Over the past year I've ended up building a short narrative farming sim experience around it.
play.date/games/cultiv...
#playdate #gamedev #indiedev
Thanks!! I havenβt been keeping up with her streams lately but her video essays and presentations are the best! I feel like I actually understand quaternions now (maybe?) π₯Ή
itβs a bottomless pit of awesome things to learn, so Iβm sure youβd love it! this year I want to spend more time learning VFX and animation
New video for those looking to try out the newest metasound feature to hit ue5-main
Wednesday, October 29th Advanced Systems Design in Ghost of YΓΆtei Sound Design & Technology Β© 2:45 PM - 3:45 PM β’ Academy 3 Description This talk will highlight some of the key ways the audio team at Sucker Punch strove to push the soundscape of Ghost of YΓΆtei through calculated tool development and systems design. Using Ghost of Tsushima as a jumping off point, we will describe the ways we improved on our existing systems and how we focused our work on doing more with less. We will highlight some of the core systems that were drastically overhauled and improved for this sequel, and do a mini-deep dive into each system, giving audience members a glimpse into our workflow, and ideas to improve their own systems. We will pinpoint how these new systems improvements came to be, why we chose them for scrutiny, and how we overhauled them to create simpler systems that sounded better, and were easier to implement, than the previous game. Systems explored will include: situational ambience, foley, combat, and waterways. The talk will also explore how the evolution of systems propagated further and further out as the project progressed. What started as one change in one system, spidered out to add functionality across other areas of the game. Takeaway: Audience members should come away from this talk with an understanding of how the Sucker Punch audio team crafted the soundscape of Ghost of Yotei, and have some inspirational ideas for how to roll some of these concepts into their own workflows. Speakers β’ Rev. Dr. Bradley_D Meyer, Sucker Punch Productions, Audio Director β’ Josh Lord, Sucker Punch Productions - Playstation, Senior Staff
If youβre going to #gamesoundcon this year you do not want to miss Josh Lord & @audiogre.bsky.socialβs talk about some of the amazing tools and systems that helped our audio team bring the immersive soundscape in #GhostOfYotei to life βοΈ
#gameaudio #sounddesign #gamedev
happy none pizza left beef day!! it's been 18 years and is now old enough to vote
SURPRISE ITS KPOP DEMON HUNTERS HAHAHAHHAHA
I heard "What It Sounds Like" and just knew it needed the epic low brass treatment, so...here we are!
I do like the whole thing which is over on YouTube--enjoy :)
πΊ : youtu.be/hEdZDCxFNGk
marblophone! free download, mac/pc.
tapesclub.itch.io/marblophone
iβve demoed this at a couple conferences but happy to finally release a build (uses the #unrealengine motion graphics tools, so wasnβt possible until 5.6).
try it out and lemme know what you think π₯
Now I want to hear a dial-up modem in metasounds π€
Hereβs a great starting point for any tech audio folks who want to start building custom tools and widgets in UE5!
Awesome! Can confirm that the spin box works very nicely once set up! Hit me up if you need any help π€
Messing around with the Tech Audio Tools plugin in #UnrealEngine 5.6 -- not quite ready to save presets here since binding a SpinBox doesn't seem to be as straightforward, but hey it's making noises...
(thanks @ebuch.bsky.social @dannthr.bsky.social for the tutorial stream a few weeks back!!)
Hey #GameAudio fam,
@ebuch.bsky.social and I spent tonight looking over some of the cool new stuff in UE 5.6!
#UnrealEngine #UE5 #Sound #MetaDataExhaustion
www.youtube.com/live/qT_vOJ0...
Drop by this week to see how Iβm creating widget interfaces that weβll use to author presets for our MetaSound SFX generator!
Hey #GameAudio friends, @ebuch.bsky.social and I will be returning this Thursday to hopefully finish up our SFX generator! I made a quick video showcasing the kind of sounds our prototype can make: www.youtube.com/watch?v=Ft4E...
Come and hang out with Dan and me on Thursday!
Iβll have some stuff to share soon!
Definitely not a social media expert but I mostly reply to folks and eventually they start replying back. Gotta go both ways!
Arcane is a masterpieceβbravo to the whole team! β¨π