Man, thanks so much for making this video!!! It's literally right on time for one of my personal, homework projects for teaching myself C#. Seriously, I had the Standard Assets Car, on a terrain, a Blend Container in Wwise, could get the engine to start, but was tinkering around with all kinds of, "Vector3, mathf, GetSpeed, deltaTime, etc, etc" and was feeling way over my head. I do wanna learn all (or some) of that, eventually, but your method easily satisfied the experiment of just getting a simple RTPC to work off of the speed of a RigidBody. Thanks again, man; will share for sure!
@CujoSound5 жыл бұрын
Thank you so much Dennis :) Like in the discussion on Facebook it's not necessarily the best solution, but nothing really is if we want efficiency and code correct, the issue at hand is how to get a number that WE as sound designers can use and how we get it is our thing, then later a programmer can take a look at it and find a better way to do it - but this is by far the fastest way to get the speed in and use it. :D And thank you so much for watching and sharing, I really appreciate it :) glad you found it useful.
@WangleLine5 жыл бұрын
oh hey our favorite geeky nerdy sound design dad uploaded again
@CujoSound5 жыл бұрын
all the time.. ready to upload :D
@gabsauvage3 жыл бұрын
The motor sounds made with the mouth made me laugh really hard :D
@CujoSound3 жыл бұрын
It was fun trust me. :D
@dmitrynesmyslov67613 жыл бұрын
Hi! Can you please write the name of the car asset you used?
@CujoSound3 жыл бұрын
I'll try to find it.
@dmitrynesmyslov67613 жыл бұрын
@@CujoSound Thank you! That would be great!
@chrisjamesgameaudio24683 жыл бұрын
Man, your resolution is high :D
@CujoSound3 жыл бұрын
Yea. Sorry. In these earlier videos I had no clue how to properly record it.
@chrisjamesgameaudio24683 жыл бұрын
@@CujoSound It's fine, I can follow the video easily enough. It might be a struggle for someone viewing on a laptop screen though!
@FM-ul4tb5 жыл бұрын
Hey bro, I have a question - when pursuing a career in sound design for video games is it necessary to know how to program? Or is simply learning Fmod/Wwise enough? (Besides the knowledge of your DAW, synthesis, mixing/mastering of course) I kinda suck at programming and would just love to focus on the creative and setting the sounds up in Fmod aspects only. Thanks!
@CujoSound5 жыл бұрын
You don't have to know programming, but it's good to understand what it does, how it works and so on. You could start with some basics, that will give you a good idea, but it can also become part of the creative process - just like Wwise, Fmod and so on can be, I'd encourage that mindset really. But if you know Wwise, Fmod and so on - you are pretty far into the process for sure. Your main problem without ANY understanding of programming or implementation like that is that you might bump into projects where your creative process will be much faster if you can do it yourself rather than wait for someone to help you out with that part.
@FM-ul4tb5 жыл бұрын
@@CujoSound Thank you for your quick and exhaustive response! So it's just the way I imagined it to be - you don't really need to know how to program, but it may definitely speed up your workflow, right? Any recommendations on where to start with programming in the context of sound design? Like, absolute basics, the fundamentals of programming, as I've never even tried writing a "hello world" program or whatever. Thank you!
@CujoSound5 жыл бұрын
@@FM-ul4tb Sure - there are some really basic ones here on this channel actually - some of the very first Unity Audio videos. That's a good start I think. Other than that, hmm, difficult to say, because I have yet to find a good source myself actually. But here on the channel the point is to have "programming" videos without being a programmer, asking and answering the question that a sound designer might have and not trying to go into all sorts of weird details and things we don't need. Like, how to write code that JUST triggers a sound. Not 1000 other things which moves the character and animates this and that, as lots of videos have a tendency to do. Eventually it speeds up your process, but also if you really want to make sounds for games then part of the job is implementation and creative work with specifically that - and knowing a little code, wwise, fmod, etc. might change the way you approach a sounds design to begin with.
@FM-ul4tb5 жыл бұрын
@@CujoSound Okay cool, thanks a lot! Will definitely dive into your videos on the subject. One more question regarding sound design and AAA video games. Titles like Red Dead Redemption 2 - do they use software like Wwise or Fmod to connect the sounds to their game? Or is it an entirely different process when it comes to AAA sound designing?
@CujoSound5 жыл бұрын
@@FM-ul4tb RDR2 doesnt use either of those, they have their own system. But they might as well have used it, so game audio for AAA or anything is quite similar to one another. If you can find some videos about sound in Frostbite Engine, that might give you a good impression of how it could be done, and that's battlefield, FIFA and a lot of other games, without Wwise and Fmod.
@joshjohnsonaudio2 жыл бұрын
you have just perfectly replicated the engine sounds from BeamNG