 It's ANFA and you're watching another monthly live stream. Can you hear me? Can you see me? Does everything work? There is 74 people watching. We've just started. Usually Usually you guys come in a bit later. I'm glad to see you though Seems we're not Okay, we're at 30 FPS not not super great, but not awful also Today we'll be doing Okay, is my voice out of sync Unfortunately for some reason I can't preview it like YouTube doesn't want to play it the stream in my web browser just Doesn't It's in sync. Okay. Thanks. I've been debugging. I found another bug in OBS yesterday I think when it upgraded the old configuration made it Hang whenever I touched any camera controls So I had to delete the camera and edit the camera source and edit Again, or it would freeze or I would have no image or the image would be blown out But I managed to fix it as you can see because this is looking pretty decent so Today I'm gonna be doing sound effects For a game that I've made I'm gonna show you the game the game is titled show and The link for the game is in the video description. You can or the live stream description. You can find this game Actually, where are my keys? Where is my? Huh snappy tea. Oh, there it is. Kim on Get over here Okay, I don't see it. Never mind. This is playable. You can download this game I've uploaded the builds for Linux Mac and Windows and It's a 3d platformer and Need to collect these stars To open a gate at the end of the level this first level is a tutorial So if you have no idea how to play this is gonna teach you and There's also secrets in this level. I'm not gonna show you any secrets. You need to discover them on your own I have some performance problems, but and there is these these gates you need to give them the stars and Then they load up the next level and stitch it together to this one I'm pretty Pretty proud of this thing that I've programmed and then it shuts the door after you and it's gone So, yeah I've already recorded some footage for this game Because recording it and editing it and getting it into order is a little bit time consuming But the first thing you need to do if you want to make sound effects for any game is to record video of the game and Hopefully record as many actions Events and different things that can happen in the game so that you can you have video reference that you can use to Work on sounds based upon if you like doing sound effects if you haven't seen the game is a bad idea I mean even if you have a prototype Then oh no, I'm showing you a secret No, no secrets no spoilers play the game for yourself. Also, you're gonna get a score by the end of the game Right there there's only three stages in this game if you Finish the game or like get to the fourth stage Write down your score and let me know I'm I'm curious Okay, enough of playing. We don't really need to play this game because I've got everything It's made in a good though engine if you're curious. It's a free and open source MIT licensed game engine that Runs on anything and can export to anything Pretty much. It's fantastic. I love it And I've used it to make this game to make this game and Now we're gonna make sound effects. So I recorded some footage of it And I've imported that into our door I used all the video editor to splice the footage together and then to load and a video file in your Wait a minute. That's crap. That's better Also, I could kind of Reduce my face That's better Yay Yes, so the first thing you want to do if you want to work on the sound effects is of course prepare your video reference Edit it together. I'm not gonna show you how to edit video but I'm using all the video editor, which is fantastic open source as well and After that you can open our door create your session and then in session you have an option to open video and Here you can load a video file Now I'm not gonna do this again because I've done it before But the thing is If you have your video reference You can open it up And you can transcode it Which is the default thing it's gonna do It's going to convert the video file to mjpeg, which means that every frame is independently encoded So we can scrub the timeline with great performance You can skip this and just go reference from current location And it says that previously transcoded files only It's gonna work, but it might not work as smoothly. So But it's gonna take a while to transcode it. So Also, the files are huge. All right. And once that's done, you can go to Window and select the video monitor. Actually, it should open it up for you And this is xjdo So x which is x11 the Windowing system j or jack D. Yeah, oh, it's I think it's video. So basically it's a Video player that is synchronized to jacked transport and it's specifically useful for making sound trucks for For scoring films or for making sound effects for games with video reference But you can also use it to Like mix audio for for films. Basically. I've done that and it's great No one's reporting any technical problems. Can't believe that You guys still here? Okay, 84 people watching I guess everything is all right since no one's saying, oh, I can't hear you or can't see you or It's all black All right, so we have our video reference. I wonder what I should put it on the screen so that you can see both me and it Maybe here Maybe there was only gonna where that's where I'm gonna put it All right. So the next thing is you need to decide what sound effects you want to make So the best thing is to just watch the footage. Okay jumping the first thing we want we need to jump sound effect Jumping and landing. So jump and land And the great thing is Once you have this video reference loaded you can you see I can move my timeline and the video is Um Moving along like frame by frame it's it's because it's transcoded. It's extremely precise with the time skipping Okay, what could be the jump sound where we could go for some typical synthesized sound Let's load a bunch of uh Synthesizer plugins. I'm gonna go with surge which is something I really Really enjoy Maybe 16 Also, we're gonna use the new Fabulous royal surge skin for for the synthesizer all right, so what I like to do is um No, let's also make sure that You can hear it's maybe loud. It's a little bit loud, I guess Uh, I think it's okay. No, it's not too loud. All right I'm gonna call this jump Let's open surge And there it is So now I can play on my keyboard. I have a MIDI keyboard right here I can show it to you, but trust me It's there So I can play the synthesizer and I can I can also You know a good thing would be maybe to add a cd marker so Control and click and drag here And I'm gonna call this sound Maybe um, I think a good idea is to name your sound files And be smart about it basically if you are uh, if you're Organizing your sound files like names are important because later if you're going to be implementing this sounds You are going to have much less trouble and also if someone else is going to implement the sounds like you're doing this for a job Or or contributing To a to an open source game project. Maybe it's good to name your files accordingly So what I do is usually start the file name with the most descriptive thing possible Which is generally an object or a category of sounds. So for example ui We would be its own category I'm going to call show because that's the name of the player character So everything regarding the player character is going to be show underscore something and then I'm going to do actions And then if I need to differentiate like, you know, something big or small I'm going to do another underscore and put it after that so show underscore jump Is going to be our jump sound now. I want to make sure that Okay, this is the first frame of this jump. I'm going to create a media region For this jump instrument and put a note to edit mode Oh, can't you see my Note I'm going to move the keys Up here so we can see them even if I'm obscuring them with the synthesizer interface Or maybe no, maybe it's better to put them here Yeah, I think they're going to be visible here better Okay so The thing is I want to be able to play the sound and preview it with the Video reference playing so if I'm gonna, you know tweak some Envelopes and stuff I can just press space and hear the sound and see the context of motion in the game So I'm going to do some very simple thing now. I don't know just just sketch some sound design Maybe I'm going to go for a sine wave first To sip some water. I want to like make a rising pitch Also, I can delete a disable key track so that It doesn't matter Oh, give me surge again What key I play it's going to always play the same pitch, which is A bit useful for some sounds Let's make a Let's extend the range of this pitch. Well, that's painful Let's make it longer So reduce the influence I'm gonna use the amplitude envelope generator All right I would also like to try and deform this or I've recently discovered that deform has three modes This is amazing if you right click in surge and You can find that many different things have multiple modes of operation Oh, that's nice We could also add a little low thud like Or maybe not So what if I used unison and just Made this stereo Reduce the width You can also right click and extend range of unison detune Which can give you crazy amounts of detune Which might be something cool. I'm going to use a band pass filter. Maybe Make it resonant And use the same envelope to modulate that This is the clean filter. It sounds pretty distorted. Let's try this smooth one Let's cleaner Okay, uh, I guess we would probably need some voice for the character. I'm not sure if I can act as a little red fox like Animal I could try I wanted to get my wife to play the the role, but She's a little camera shy so she didn't want to do it live and we Due to some technical issues. I didn't have time to record Her performance beforehand All right, I think we could use this maybe soften the attack a bit I'm gonna Close this now and play this Okay, our note is cut short. I think that's a little work. It's a simple Simple jump sound, okay, let's save our session um And now we could maybe deal with something that is very important for sound effect exporting, but it's pretty difficult to do unfortunately and that is Automatically truncating silence in front and end of your sounds Because you see Precisely putting these markers where your sound needs to be is tedious And also sounds for games need to be as short as possible because if you're gonna play a ton of them They're gonna overlap and even if you are playing silence The game engine is still gonna show It's still gonna chug on trying to mix these Wave files that you're you've given even if they contain all zeros in the current state or near zero So you need to truncate the silences And doing this manually is very labor-sum, and it's a bad idea So the good idea is to automate that as much as possible And we can do this in outdoor because outdoor has a function Uh, the lock he asks is this if this sound isn't too quiet Uh, it could be But you know what we can always fix this like and change this later and re-export and I don't want this sound to also be like too prominent and too painful to listen to So what I was talking about is Let me check if my phone is gonna fry He is um Making sure that silence is being truncated automatically so we don't have to do that So, uh, I'm gonna just move this roughly Where the sound effect is and I want our on its own to start the sound file right here So that and when I'm gonna play this in the game It's going to start exactly where the animation starts because there's where I'm gonna execute the code that's gonna play the sound effect and I don't want to have 50 milliseconds of silence in my sound effect because this jump sound is going to start here and that's going to be way too too late So what we need to do is Export I'm going to press alt e to open up the export dialogue and we need to configure our Exporting format I'm going to press and create I'm going to create a new Export format. I'm going to call this sfx Or maybe call it show sfx because I'm already using some kind of this preset And I'm going to enable trim silence at start and trim silence at end Also, I want this to be a 16 bit Way file because we don't really need to do anything more We shouldn't need to do anything more in the game engine If our sounds need like Have a problem because we are only exporting 16 bit. That means we're exporting them way too quiet And playing them way too loud in our game Because that should not be a problem Rob van der berg asks are we also on peer tube live? We are not unfortunately the obs Plugin that streams multiple Um to multiple destinations is only for windows and I Didn't have the time to try and figure out something else. I thought I could maybe stream from obs directly to ffmpeg and then restream from ffmpeg. I don't know. I also don't know if my internet would like Manage to stream the two places instead of one place so Yeah, unfortunately, we're not we're live streaming on peer tube as well only on youtube this time Alrighty I could also use flak files. So Maybe not now let's use wave files wave files are safe Uh, I don't think game engines support flak. Like I don't I I know that unity doesn't support flak Uh, and godot doesn't support flak either. You're supposed to submit your files in in wave or aug vorbes in godot Yeah, so that's that's this Let's save it and now The great thing about ardor is that we can define the regions and export multiple sound effects into separate files With one click and to do that we need to switch to time span tab here And by default it's it has the session range selected the session range is everything between the start and the Okay, I can't reach it right now the end marker. So it's the entire project We don't want that but we want this sound effect So, um Let's go here and analyze exported audio is also very important for us because we want to see uh What the output file is like we want to be able to Investigate if it truncated the silence correctly and everything else So let's press export And you can see our audio file Didn't truncate at all This is not truncated. It's it didn't work Why? There's there's your problem. Uh, and I know the solution because I've been fighting with this For a while. So what we need is a bit meter Bit meter. Yes, it's a plugin by robin gary is Which show maybe I can favorite it which shows you exact Digital contents of the audio that you have And this is the audio stream that we have right now and you can see that it's not zero Something is there and I think it's something that Uh, maybe surge is producing on its own I'm gonna try and Oh, yeah, if we mute each instance, it's gonna give us different results um so you see We are getting a negative 270 decibels full-scale sound and practically This doesn't matter because you can't hear it, but ardor is only ever going to truncate silence if it's Perfect digital silence. So or all samples are zero And how do all samples are zeros look like where if we go here and mute it? Wait, doesn't it if we mute it? Okay Not sure why can't I do that? Okay Zard asks did the export needed Need cd markers or are other markers fine? No only the cd markers Are going to let you define export ranges the range markers are Not supported as far as I No, let's try it though Well, okay, they are All right, if you if you want you can use range markers then Uh, no problem. I don't think they differ too much like maybe it's that if you go to window locations We can see all the markers here and you can see that The cd marker has an isrc code and performer and composer code Which is and also pre emphasis and scms It's various things that ardor can put into a q file for exporting audio cd images So, yeah, probably using range markers is a better idea You know what let's migrate to range markers then because I've been using cd markers, but This makes more sense All right, we have our Range marker. We can also hide the cd markers If you right click here, you get this menu and you can show and hide different things. Okay, so our 23 bit Okay, never mind we need to We need to shut this up So what I've been doing is experimenting with different gates and the simplest thing is to use a hard gate With a smallest non zero threshold You see I've created this hard gate and give it a and given it 0.001 threshold. This is a linear Amplitude value But the problem with using this is that it's going to introduce some Bit reduction crunching because it's going to be evaluated per sample So we need something a little bit with a little bit more finesse It gets the job job job done as as it just makes the Samples all zero so order will truncate actually, you know what? let's Let's just test this. I'm going to show you the result So this is Let's export this again and you'll see This is how a truncated file looks like you see it starts right on the start And also it's no longer not and you know, this is this could be fine But I know that we're crunching bits a little bit at every zero crossing possibly and that's no good. I don't want that If i'm exporting 16 bit audio, I want it to be the best possibly The best possible 16 bit audio there is and this is not the best thing there is I could possibly like report this problem to surge that it's producing some faint signal But it really doesn't matter for anyone that much. So they're not gonna Waste their time on it and also like pretty much all the synthesizers have something like that. I think So let's try another gate And steve harris has made an excellent gate plugin. It's a latz per plugin. It's old But it gets the job done and it has Much more fine control as it lets us define the threshold It lets us filter pre-filter the in the input. So for example, we can ignore like dc offset If there is any and dc offset We also need to take care of because that sometimes happens for example air air windows 2 tape 5 If if you're exciting it with very loud kicks, it's gonna produce dc offset for a long while Now the attack we want to be as little as possible because If our gate doesn't open instantly, it's gonna truncate the start of our sound again. I can show you Okay, I need to shorten the hold time So you can hear that our attack is truncated, right? It's soft. Now if I lower the attack time It's sharp the gate opens instantly within 0.01 milliseconds, which is pretty much instantly Now the important things we need to configure is hold and decay Hold is how long the gate just waits Before it starts Shutting down and decay is how long it takes to shut it down We want to have a little bit of hold and I think the decay is gonna be a little maybe 100 milliseconds Also, we may want to rise the threshold a little bit like negative negative 60 decibels It's pretty long I wonder what happens if I do this Yeah, maybe we're gonna need to just apply this gate twice because You see it's applying 90 decibels of attenuation This is a range parameter is how much attenuation we get You see we can tune it down and it really only gets below the threshold of complete digital silence at negative 90 And we need a little bit more depth because that's gonna take a while So I'm going to just copy this plugin and paste it again And try play this plus sound now Well, not perfect, but better. Let's try again Okay, I don't think we can do much better than this Another thing is we need a dc offset filter. So let's go to plugin manager and dc offset dc offset remover also by steve harris Steve harris has made some awesome plugins What a dc offset filter is is a Hypes filter that just removes static Voltage of course, there is no voltage. This is all simulated digital signals, but Static offset from the zero position and some effects produce that Okay Now I'm gonna save this and export our sound again, and let's see what it looks like Yay, it's truncated from the start It's not truncated from the end. So that's a little bit of a pain What could we do about this? I think some form of Yeah, let's go with lsp limiter because we're gonna need a limiter anyway so lsp limiter Stereo So we're gating the stuff And then we apply a limiter or we could do this before No, maybe not Because the limiter I also want to use it to apply dithering So let's add dither at 16 bit because that's what we want to output Okay, and you you can see that when I add this dither Watch this bit meter none 16 bit this is the dither noise and you can see it's inserted at precisely at 16 bits It shows us negative 90 decibels. Yes, this is the The dynamic range of 16 bits. So I do want to put this before a gate because then lsp limiter is going to dither our sound so remove anything that could be below 16 bit dynamic range And that should give us faster decay For absolute digital silence. Maybe I'm gonna shorten the decays also and holds Maybe they're adding up This is a bit wacky and I wish this was an easier way to do this But there isn't And still the sounds are a bit long, but this is not a big problem we can Always shorten them manually. Let's re-export this again and see Okay, this I wish this sound wouldn't hear but okay What about this? Okay, that's better So some the start trimming is automatic. The end trimming is manual to some degree. That's unfortunate, but That's what we need to do lifeline asks. What is dithering? Dithering is a rabbit hole. Basically, it's adding a little bit of noise to remove Artificially sounding distortion that happens when you reduce the precision of numbers that express your sounds if you don't dither And you have like, you know 32-bit floating point sound and you reduce it to 16 bits. You're gonna get bit crushing Of course much less pronounced But it adds up. So you don't want that Okay, you have a jump sound. Let's make a landing sound now So I'm gonna create a new region here call this show land And I'm going to just copy this region control and drag copies And use another Instance of surge to synthesize a sound. Okay, it seems like this is the place See if it works Yay And again, I'm going to use a sine wave and we're going to make a kick like sound So that's my favorite part of doing anything Synthesizing kicks. I'm also going to enable Retrigger which is going to give us The waveform starting always ends here and not here or here or there And it's going to give us More consistent Transients Let's deform this with this type two Hey, how about give it some little character Hey nice Uh sounds a bit. I'm shorten this Maybe I'm gonna lower this Okay I think we could add a little bit of noise to this Yeah, I'm gonna also make it stereo. I think it's a little bit too bassy And also we need something like It he's hitting the ground and there's grass in here So we need some sounds of grass and I wonder if I could make something up from things I have just laying around I think I could use some paper to imitate that. Well, let's try and record some rubbish I'm gonna make some audio tracks maybe Maybe 12 and let them be mono Move one up Actually, no, I'm gonna not gonna move it because I may need more of them So Let's record Okay, I think I have plenty of sounds To work with Let's see what we can do with this. I'm gonna call this paper and stuff Just see what happens if I play this Yeah, that sounds like paper Maybe I'm gonna go A cool thing that you might not be aware is that you can layer multiple sounds in a single audio track in ardure You see if I change these regions right click on them selected regions gain Oh, you can see that okay, I'm gonna click it here Right click selected regions gain and then disable opaque That makes them transparent what that means Is you can layer them and they're gonna sound play together So you can now pile up sounds without creating a bunch of tracks That's really useful for sound design and also we can like cut this up and I'm pressing shift a which forces all the regions to snap their starts to where my cursor is Okay This is too loud and too long I'm also going to delete this I don't like there's some like a tiny bit of room reverb What do you think? Maybe I should pitch shift all of that. You know what? M a pitch shift This is one of my favorite pitch shifters. It's really versatile That sounds like mud Okay, no, that's not a good thing Maybe I can just EQ it to remove the low frequencies Let's use x42 parametric equalizer mono It's very quick to work with much faster than lspq It's much more limited For example, I can't hype as below I'm can't hype as above 1k Just kind of Not cool I'll call also can low. Okay. That's really inflexible It's kind of optimized for various common tasks, but also kind of Where is post gain? Output all right to try it one layer at a time Okay, I think this is nice We should probably make a bunch of like versions of this because if we're gonna have this sound play over and over it's gonna get tiresome So i'm just going to duplicate this Maybe three times make it free and now i'm gonna do dash zero one And dash zero one is gonna tell me that this is a different version of this sound and every sound that oh I should have copied the whole thing And every sound that has dash zero something. I know it's a sound that has multiple versions So in the game engine, I'm gonna need to list them all And randomize which one is played So this is the second one I'm gonna move this Track down so I can just see oh wait, where is my Where's my paper and stuff? Okay. I just want to see the starts of the notes So I can synchronize my sounds better lower the volume of that. Oh, this shouldn't be here Okay, we have three different sounds for landing I'm gonna mute these sounds here so they don't end up Becoming part of a different sound That I didn't anticipate I'm gonna export these sounds now and see what how they look so showland one two three And export and here's our sounds The good thing is that starts are properly trugated. They are way too long though And I think maybe I should be able to aid that with uh, I don't know maybe lsp gate stereo Maybe somebody Help Okay So first thing give it Attack of 20 milliseconds No, let's give it a tack of Okay, I don't want it to crunch so maybe Five milliseconds I'm gonna give it five milliseconds of look ahead so it doesn't truncate me some sounds And now Threshold negative 60 decibels is the minimum. I wish it would go lower and reduction negative 72 So Not as deep as the Steve Harris's gate, but And also attack and release release. I'm gonna go 20 milliseconds. Maybe And see what we get here terrible terrible Why doesn't it want to Maybe if I rise the threshold here No, still no I I'm puzzled. I don't know why this is so bad It didn't used to be Okay, I can threshold everything because 50 Okay below 40 Yeah, maybe that's not a bad idea actually So, yeah, we have a lot of gates now. We might start growing windows if figs go this way I think we're a bit better Not sure duration Half a second. That's too much for this sound, but Okay, let's go the manual route and just Shorten this I'm gonna re-export and see Okay, that's better 0.2 seconds That's good All right, let's do some more sound effects We could probably use some Footsteps while we're at it and these could be Kind of derivative from this jump sound So I think what I could do Is just I don't want to sync it to this because I would like sync them inside of the animation itself So I'm gonna just make a footstep sound I'm gonna call it shaw step And see what I can do with these Paper sounds maybe some else I have quite a lot of them stashed here Let's listen Okay, now they are so quiet that the gate isn't letting them through So I'm gonna make them louder. I think I could maybe Shorten this Just resample it Oh, no, that's painful. I'm gonna resample it Oh I meant to resample them crisp monophonic Oh, that's a sound nothing like it Just gonna fade it All right, maybe if they aren't gonna be sound played very quietly. It's gonna be good I'm I think I might be really Making these sounds way too quiet. Maybe that's not also gonna help me with these gates I don't know. No, it's not helping. It's worse Oh, I should raise this thing negative 40 What the hell? Oh, no, that's no good. I'm gonna move this gate as the last in here Also, I'm gonna change it to peak so it doesn't Use rms integration to determine the levels and that's gonna be faster. It should be crunchier Maybe I'm gonna cut these up a little bit and see what I can do I'm really gonna hear this in-game when I implement it But that's a different topic And we're gonna learn quite a lot after we do that. I like this as a footstep. Okay, let's call this our footsteps There's quite a lot of them So I think if we randomize them in animations, it's gonna be really nice So show step zero one I'm gonna copy this and you know what I'm gonna do. I'm gonna just click and drag And I'm not gonna name them here because it's way faster to do that in bulk And the locations Dialogue window So I've just marked the regions. I'm gonna go to window locations And here I'll just paste and change the name or even paste paste paste paste paste and then iterate my numbers I have seven steps and that's it Now we can export them and be done with them So deselect all and step step step step step step step step Let's go Let's see if they do look like they should look Yeah quiet. All right Next I shouldn't use this stuff because it's gonna Might become a problem Okay, what else we have Now we have activating a A checkpoint that's gonna be a fun sound to make And we we're gonna use some synthesizers for that So let's see which frame it actually like touches it. I think it's like I think it's like here So I'm gonna create range Call this checkpoint Activate What does the chat say? All right, and we can do something like that. It's gonna be a fun sound Checkpoint Open surge and maybe make a note so that we can sync our Animation Oh god, that's loud. Oh because I added I added volume on the limiter mine No And you know what I'm gonna I know I'm gonna use a macro for this because it's gonna be easier So I'm opening up macro one And what I'm gonna do is just put it down here Find the peak Uh There's the peak then find the decay. Okay, it ends like somewhere here And I'm gonna automate something out of filters FM Let's I'll experiment and then maybe I'm gonna change the shape of that and do stuff Also, I can end the note here Now I'm I have ultra return enabled so that when I get pressed when I play it And pause and play again. It's returning and I can view it over and over with the animation B music says we need ninjas to on these effects Yeah, I use ninjas a lot. Uh, okay. I used to use ninjas a lot, but it's very Unhandy for loading files the file import dialogue is very not nice It's not very nice. You can't drag and drop samples. So I kind of Wait went away from using ninjas too But they were very useful for destruction sounds when I had to chop up some sound and just Rebandon Berg says no ninjas too is perfect Zard says some addictive feel good chime would be perfect Yeah, I want to try maybe something with a fem and go with like Gonna use this macro and Uh, oh, I didn't enable automation. It's a manual. Let's go play and now Yay It is working I want to dismay base here and also I want some autumn attack Back to the 90s There's your oh my goodness That's straight out a outlet Awesome Yeah, we need some more than this and it's not gonna that's not gonna cut it Oh, I can change the ratio with this as well. Awesome. Let's do that. Oh m3 frequency Whoa, that's cool. I think I want to make this also edit a Give it an envelope that was gonna just that's just gonna ramp it up from the whole thing So give it a long long attack. Okay, maybe not as long Ah, it may be sounding a little bit too dark for this for this game Like it's all, you know, sunshine and kittens and And we have sound like this Uh, you know, we can do we can pitch shift it down pitch it down How about up? Okay, I think I'm gonna need a band pass for this Let's just try and Band pass this thing Wait, what? Okay, we're quiet enough that it's cutting off on the I don't see any motion in here It's just doing anything. All right. Let's give it some reverb and see what we can do with that Ah I find these menus a little bit weird no pre-delay And that's definitely not the kind of sound we want we want for this. That's so dark Oh, no Shaw lore is dark says the lucky Oh Zard says that doesn't sound very feel good. Yeah, I agree. That's that's not the sound I think I went the wrong route. Let's switch to a cb And do it once again. Let's start over I'm going to maybe use an LFO. Yeah, I think I have an idea Can we modulate? Yes, we can Okay, that doesn't sound that great either Not necessarily Okay, I'm gonna remove this Clear M1 macro. Okay. Yes That's drunk That's not feel good Okay, that's supposed to be a envelope. I should make this sound shorter Maybe Oh, that's a bit too short. I guess that's kind of weird Okay, we need some release Unsign asks it's unity engine. No, this is godot pt Pete vagabond says, I don't know. I'm still imagining an fm bell sound Maybe that would be a good idea. I want to try some stuff. Maybe this is going to be better This is bad. Can I copy this? Oh, I can just discovered this never never use that function Um, kind of modulate the mix with this I think I need a low pass on that too And maybe modulate the low pass with this That's interesting. Definitely interesting. I think these gates are a little bit gnarly. I think we should make these gates a little bit Less hardcore because they still don't give us that good stuff Not much of good stuff Or maybe I can just increase the What if I play with this automation here? And make it a little bit more Curvy I think I want to shorten this Yes I would like to try some chorus and maybe also Hmm Some air windows melt Hey Why Phil is here? Awesome. I haven't seen you in years. How are you doing? I think what this lacks is a noise sweep. We really need a noise sweep for this I think like with the without the noise sweep. It's Ah, but the thing is That should be on a separate scene So I'm just gonna mute this oscillator And unmute noise Does this do anything? Let's mute the reverb It's too quiet right kind of like this, but not exactly But close Oh, that could be cool. I think our gates are Nasty Let's mute all of them instead of just one. Okay And now do all It's something It surely is something I think this is I think this will work I think I need to automate the gates release time Decay time because Yeah It it cuts off the tail too too short here. I'm gonna change it to So why is it two milliseconds is kind of Nah, let's go with 60 least All right, that's that's gonna work for sure Let's save this and export No steps checkpoint activate. Hey, there it is Nice, it's weird But it's there Ah Next cool sound to make Picking up the star That's gonna be awesome Alrighty We have 20 minutes left. So let's see if we can make it this sound Let's make a new star pick up Oh my goodness. Why can't I why can't I type? and Create a new media region. Okay, so that's the frame where it starts You know what let's go with this fm bell thingy um For this sound let's do with a Ding And then shimmer shimmer of the stars exploding everywhere so ho fm3 And we want an envelope. That's going to be our Main driver of the bell sound It's the form type two Oh, yeah Let me make it longer cool now Whoa assigned this to a bunch of amounts Make it longer Also feedback And now play with ratios. It sounds angry. Maybe feedback is not a good idea And also it is uh, okay. I want to have a oh, yeah, that's a better note for this The note I have here is painfully Love Hi, I think I want to shorten this bell thingy Because it's kind of overwhelming. All right. I think I would also like to use this Band pass and increase the resonance with decay So that kind of focuses in one one harmonic Sahadeva says why not a super short reverb on it anfa? Oh, yeah, for sure. Maybe I'm going to add it as a scent this time Maybe the reverb to increase the sound level It's very wide. I actually would like it a bit longer, but just less of it Huh and sprinkle some chorus Yeah, why not let's try Like a pad Let's try this one give it some feedback Oh, oh, that's very slow Oh, that's why it's slow. I also there is like this delay There's a short delay before it explodes. It's like And I want to make a separate sound for that Just we don't have super much time. So maybe first I'm going to go star shimmer Or twinkle. I don't know and what I'm going to do is a like, um make these Tars that explode here Turn this down first make sure I'm not snapping This is an ancient sound design technique known as Making a mess and now I'm going to make a smaller version of this thing sound. It's like this. It's a femi So Okay, maybe let's do it really really quick like this thingy Amplitude X okay, I can use this amplitude envelope right away to do this thingy Sweet Bend pass Make it key track. Can it be more steep? Oh, wow pushed Sounds like a bunch of metal parts Like cool sound, but not sure if it's the right one disable key track and instead I'm going to use key track here and apply it, but we very small amount and also Change the ratios with it a bit So that all of this stuff kind of Modulates also important thing. Let's add velocity Sensing so that if we play softly it's going to sound softly because And now what I'm going to do is the masterpiece of all and that is right click MIDI Can you see it midi transform? And now Set velocity to equal steps from 127 to Five transform and voila. We have a midi Velocity ramp. Let's see how it sounds Like crap We have polyphony Let's up the polyphony polyphony and we have we need release. I think it sounds like crap I mean, yeah, it sounds cool, but not what I imagined Maybe I should Lower these amounts Quite a lot Yeah, maybe there's way too strong I also need them higher That's something better about Also more velocity sensing And we can also use this thingy that I used when I synthesized broken glass and that is Which is a very similar thing Something something hanged Like make the sounds higher as we go further along which is meaning like we're Sounds like hang drum. It's really nice FM sounds just not entirely matching the visuals I kind of like it And I kind of don't What if I just switched this to sine wave? Maybe I will be better You're freaking kidding me. It is much better Yep, that's what you get You know what I'm gonna do. I am going to Revert this back to this FM 2, FM 3 Because this is so cool. I don't want to give it away. Also. I'm gonna move this up freaking act. That's awesome Pitch envelope to the rescue Sounds cool That's a sound That's very inspiring I'm gonna and I give it. I'm gonna give this sine wave another Yeah, key track as well Give me maybe make this first thing but it's quite Okay, another component I wanted to do with the sound and we have 90 minutes left Is because there's this smoke and I want to have something like Because the smoke is there And doesn't sound good if the smoke is not acknowledged So Also, I think I'm spawning these too late Sorry for the bass, you know the star smoke smoke Come on There you go Okay, so here's the deal noise High pass or maybe band pass I think band pass amplitude I also want to try some calm It was the amplitude Also make the stereo Add some reverb I should also automate this somehow Oh, yeah, that's good I don't to have too much of this combing. Let's go release Oh sustain Wasn't at zero. Let's see how that sounds. I think it's pretty cool. It sounds a little bit like a Effervescent tablet being dropped into water Which is pretty cool. I'm I like the detail in this sound I would like to also add another layer, but I think ardo is a bit Doesn't want to cooperate too much. I'm not sure why Because you know it it goes The star Implodes and let's do that. Whoa. Sorry I think I'm gonna try and make this from noise Oh Painful Low passing But it's 24 decibels how it can be multiple different things Interesting I'm gonna try and do something I'm not sure this is on an even gonna work, but sometimes the best things Come out of just messing around So let's mess around a bit. Oh my goodness. Oh, I'm sorry Sneeze us on. All right, interesting. Let's see how that sounds in this animation I wonder why is ardo not redrawing. That's kind of sad It is responding Okay, mate, I want I want to put this in the beginning Because it sounds more like I think I'm gonna reverse that Holy snap Not the best sound I ever made, but I wish ardo would be more responsive maybe recording Or streaming is putting a straight on because usually, you know, I I've been working in like 10 times this size session or 20 times of that session having all the sound effects and it was more responsive. So I don't know why it's doing like this Right now This is irritating This sound is going to be played like three times per level so it can be long All right, I think I'm going to export this sound and we're going to move on to viewer submissions So checkpoint activate and start pickup. Let's go Our lovely This thing didn't export because uh, I had the export marker After the note on so let's try and do it once again. Let me mute the voice All right, I think this bell component is too loud Also a bit painful I wonder what would happen if I Pitch shifted this star implode up. I'm tweaking the settings blindly because the UI doesn't refresh Oh, that's better export Okay, so that's all the sound effects we managed to do in one and a half hours with explanations some Different stuff that goes into it I think I would like to maybe make a another video or a couple of videos about the workflow for producing sound effects for games using ardor Maybe I would also be able to figure out somehow. I think I've reported this problem with trimming being very Very sensitive to non silence But so far I haven't seen any changes in ardor regarding that. Maybe Maybe there's could be something done to make that easier to do because it's a very important feature for this kind of Work And it's really hard to do nice So yay The game is on github. You can find the link in the video description Where you can download it and play it And you can also contribute if you want you can download godot 3 and Open the project and play around maybe modify it have some fun I don't know and also if you manage to complete the three stages that are are currently in the game Let me know what score you had by the end of that That would be fun I'm gonna close this And It's music submission time Rob van der berg says is it a free download? Yeah, it's open source Like everything I I do Unless my day job stuff. That's not open source But you know also the score is going to be higher if you find more secrets So that's the thing and I've packed some secrets into this game. Let's I should make a counter so you can like when you end the stage You can see how many secrets you found and how many you didn't find That would be fun Oh Godot imported all the sound effects Nice i'm not gonna do it now all righty let's Go on with the music Submissions The first track is by ksavere treningovsky And was made with ardor. We've got some stereo image It's a short piece as usual Short but sweet This track is called clash and it's by stone It's been made with ardor lsp drums lsp drums not avl drums calf organ mda piano mda jx10 Something got detuned this piece is Evolving quite a bit nice We've got some from solo piano to piano plus trap a kind of ambient bridge now back So that was clash by stone and now A track by steve pixes titled driving through space which Very well fits the ending of the previous song lovely pads and like that I'm expecting some classic trends after this It's a really nice intro. I like the chord changes a lot Oh, yeah I'm waiting for the kick Not yet Robonnerberg is mighty excited This is very cool Steve pixes pretty much nailing this classic trends sound This track was made with lmms zennatzob fx and audacity He also writes the song itself was made with in lmms, but I had the audacity to work around some bugs Yes, you have to splice some exports I've been doing that For some album releases in the past I wonder the drums were also synthesized Okay, the next one up It's titled calm down madame And it is weird The track is by sg75 And he says it's made with ardor and gion kick Also b.oops also dexed dexed and he says the lovely french sample is cc0 licensed by craig smith and snake called vintage voices woman And from freesound dog So that's from the old optical hollywood sound sample library maybe Someone whose french can tell us what is she saying So her diva says that she's saying sad things about a man harassing her at night sound sad Be music maybe maybe not Alrighty, so that was calm down madame by sg75 and now A track titled squarish kick mess challenge by sahadiva and this one Is perfectly mono. Oh not anymore nice, so There is this thing called liberon music challenge in this little anfa community You'll find links to the Chat on discord and rocket chat where you can join in and every month they are picking a topic and making some tracks to Have some fun and learn some new stuff and this month the challenge was to make a track using a synthesizer called kick mess Which is by weird constructor and it's a port of oh my goodness. No, it's a port of lmms's kicker to VST and they've been making some tracks with that So I guess this is all done with kick mess There's some really nice bass sounds in here. It's quite minimalistic, but oh so the title of the track is squarish, but It's for the kick mess challenge. So it was made with ardo 6.5 and kick mess This track is one synth Only this is the track I made for the liberon music challenge zero seven, which is about kick mess Nice distortion. Alrighty. So that was that and now A track titled dominance by particle dogs I believe that's a first submission. So welcome particle dogs And he says it was made with ardo, noisemaker, alden 2 and drum gizmo Nice. Oh, here's drum gizmo. I'm expecting some Nice gruely action. I wish it was a bit louder. I've turned it up a bit. It was a mistake though I think the mix required some work there I think the lower mids are fighting between the drums and the synths If you high-pass some of the sounds, I think it would clean up the mix and get more punch energy I like the flow of this. So it's also funny how this Little hi-hat is peaking there at 70 700 7100 hertz I like the drum brakes or fills rather So that was dominance by particle dogs and now A track titled titled demo time by nimbius And was made with lmms He also says this is his last submission. That's that's sad I'll miss you. I hope everything's okay Maybe nimbius is in the chat This is so cool. So we've gone into synthwave territory. Oh my goodness. That's so nice So smooth and this hi-hat is a little bit Painful on my cat phones. I like how these leads play together on the bass That was unexpected I think the bass is a little bit too loud compared to the rest or rather the rest is too quiet compared to the bass I wish it would the these instruments would be Louder in comparison. That would be a bit more balanced So that was demo time by nimbius and he says that's his last submission. I hope he's all right and now A track titled let's be friends by kill gore and he writes it's been made with lmms This song has a long fade out It's a very nice bright tune Is that cowbell or some variation of this? Wow That totally comfy of guard. I thought something broke. I thought something crashed Wow I didn't see that coming I'm sorry. Oh my goodness. I totally didn't see that I thought I turned my head and I'm mixed as crash or something I like that I like the dance rock beat now So that was let's be friends by kill gore Also, nimbius has shown up in the chat and says he's okay, but he's going to be very busy with school stuff Yeah, so that's that and now a track titled deception by venier And it was made with lmms Like this bass He says hello. I'm very proud of this track. I made hope everyone will like it too. Everything was made using a fos Except the snare and the mastering tool for the kick and clap I used kicker from lmms and the helm for the bass. Enjoy I like that lead. I wish that lead would be a little bit More upfront in the mix a little bit louder and maybe a little bit less reverb on it But I'm liking this nonetheless And the bass is simple but nice very tastefully wobbly Lifeline says this makes me want to fix my laptop as soon as possible and go make music D lockie says it's like I'm outside of the club Yeah, the The bass is really dominant in here. You can see I wish there was a bit more um variation in it Because we're kind of recycling the same idea It's really good to hear some new theme Oh, that's a nice switch up. That's a welcome difference So that was deception by wilnier And now i'm gonna play fairy tale fortress by outer mind Not the same kick Oh, that's very soft Wow, gotta love this cinematic adventure intro That's cool. This was made with lmms and Outer mind says lots of samples my own kicks free sound cc0 samples like dragons and swords Isn't that some effects for lead pad? and small screech Not on this preview sinf one for a few plucks For our chest for stuff tall taiko drum samples project sam contact player Soundfont files space via carlawack Noise made with triple oscillator So that's a medieval themed Hard style track Sounds kind of ridiculous But it's also crazy good production value for a chord And i'm feeling this build up. It's amazing how this melody actually follows like medieval tonality. What the hell? Oh my goodness. That's so cool It totally makes you want to go out and slay dragons Holy shit That chord changes So that was fairytale fairytale fortress by outer mind and now A track titled squirrel business by quantizer And that's definitely my favorite tonight Holy snap He says it was made with linux lmms vital and audacity He also added rekindle your inner squirrel rekindle What meter is this? Yeah, that's so cool. Love this I want more. It's crazy. I love this so much Quantizer if you aren't here in the chat, let us know I can't stop. Holy shit Can't hold this meter Oh quantizer is in the chat christophie bees Welcome. You've got me swaying good I want more of this stuff Please link us your soundcloud or something and please make more See, I love this. I love the snares that leave silence And goes on 177 177 bpm. Awesome. Squirrel business by quantizer. That was the last track for today Thank you all so much for coming for joining me Wow, that was uh, that was something We made some sound effects for for a game I made Again, you can download this game from github. The link is in the video description The game is open source All the assets are made by me Yeah, you can have fun play. Let me know your score and I'll be working to implement the sound effects into the game Let me know if you would like to see me working inside good dough on this channel and showing you how I would go around that Zard says the game is missing mint mint dot dia. Oh, I'm gonna look into that. Please report the bug on github. I'm gonna Oh, no, I'm gonna see a huge Flood of bug reports now. I've already fixed the windows build You can download a build for linux mac or windows and it should work I tested At least the linux one and the windows one too Yeah, so And I'll I'll check the missing file Thank you so much Huge thanks to everyone who has submitted their music I couldn't play everything Because there's more than I can fit and Yeah, so if your track wasn't played don't get discouraged make more improve and submit again Also huge thanks to all the fine people who are supporting my work financially Because of them I can do this stuff because It might not look like it, but it's a lot of work. I spent like entire This day and pretty much entire yesterday Preparing for the stream and I'm happy that it turned out the way it did So there was a lot of trouble. I I did not spate and But we made it Yeah, let me know if you want to see me work inside godot and implementing sound I think that could be really cool because I would definitely just focus on the audio because that's the focus on my channel and That could be educational interesting. Maybe I'll stream some of that or I don't know also I I'm waiting for summer convention to return I don't know if nil's uh the creator of the event is here today with us, but I think he was definitely maybe He he fell asleep Somewhere in the middle Alrighty, huh beat that music says once again a stream without a crash You didn't believe in me Be memorable says hey, I missed the stream But did I you but have you heard about b-sharpen and b-oops lv2 plugins? I haven't heard about b-sharpen I've made a whole track testing b-oops and you will hear it In my next video Alrighty, let's wrap it up. Yeah, it's time So once again, thanks to everyone for coming and for Watching and for submitting music and for doing all the other kind of Awesome things like supporting me on patreon and libera pay if you would like to Help me do more go there and Yeah, share some Share some cash. I really appreciate that. It's it's it's really great Okay, I love you. Bye. Bye