I’m really happy to see a dedicated audio section here in the forum. Thanks Unity!
I thought it might be cool to see where all the audio people do their thing, so here’s a picture of my little spot. This is where I do my electronic work. Guitars, drums, and piano are in the living room. This picture is a little older and I’ve moved to a standing desk, but it’s still pretty much the same. The thread asking about different audio programs reminded me I had this image, and you can see good old FL Studio there on the monitor.
So what’s your setup like? Share a picture or just a description if you want. What kind of music do you like to make?
Also, to keep this more relevant to the forum, do you currently, or have you considered making audio assets for the Asset Store? What’s your experience with that?
Just wanted to point out that it’s pretty cool looking. Have you checked out any of the new Unity5 audio features, and if so what are your thoughts so far?
I haven’t had a chance to play with 5 yet since I’ve been land-locked on this current game using 4.5. I did see something about audio mixing but not much else. I know they’re focusing more on audio which is awesome and I can’t wait to try it out.
One of the things I kinda wanted was an fmod designer approach where the sound engineer would design how a track would sound over a few different 0…1 float ranges, then in Unity you’d just hook it up with say… danger variable, suspense variable etc so you’ve got a dynamic score. Sadly that doesn’t seem supported with this so far.
I don’t think so. Not a supported asset on the store anyway. Wingrove had some parameter things, but it’s abandonware. Master Audio isn’t going to do any real-time parameter stuff either.
Possibly! If you’re not afraid of buying stuff with zero reviews it could be worth a shot. I notice it only mentions music and not SFX, but I’m sure it can do both. No reason why not.
Actually I believe our plugin Master Audio can do what Hippo wants (and we have 300+ reviews so no need to be gunshy). You can layer music with multiple Playlist Controllers (each one plays one song at a time and they have the ability to stay synchronized) and you have control over the volume and fades of each one. You can also crossfade any of them into a song variation with different instrumentation or feel.
Instead of assigning variables like “danger” etc, you would just name the Playlist Controllers “danger” etc, and adjust their volumes from code or use no code if it’s when a normal Unity event happens (object despawn / trigger / collision / invisible / etc) - we have a powerful script for that, where you just pick the options in the Inspector. Would that work Hippo?
Oh, I didn’t even realize you made Master Audio. I was going to mention in my post above that I’d purchased it months ago and I’m just now getting around to getting it into my game. So far, so good.
Here’s mine. Yes, it’s guitar-centric unlike most (all?) of you :). For MIDI I usually just poke notes on the screen with my mouse. I’ve got a big Mackie control surface but nowhere to put it right now haha. And a bunch of guitar rack stuff behind me. While we’re at it, here’s my youtube page if anyone wants to see some serious (so they say) guitaring: https://www.youtube.com/user/jerotas Think Joe Satriani and that’s the ball park I try to write in.
I’ve got my guitars (3) out in the living room. Hard to rock out in front of a computer so I keep them out there. Nice guitar and setup you have there, and great playing (checked out your Youtube)!
Here’s what I have setup in my room. I own too much other recording equipment as well, but rarely it sees a lot of use. I choose midi for games other then live guitar and some bass. Therefore it is pretty basic right now.