音响video和audio_音响工程师和资产商店

音响video和audio

Eric “Dok” Wager is a French sound engineer with almost twenty years of experience in music and French cinema. Currently, he provides interactive audio training via IndieTrainers, a company that he co-founded. Eric discovered a lot of great audio solutions on the Asset Store, these are his recommendations!

Eric“ Dok” Wager是一位法国音响工程师,在音乐和法国电影领域拥有近二十年的经验。 目前,他通过他共同创立的公司IndieTrainers提供交互式音频培训 。 Eric在Asset Store上发现了很多很棒的音频解决方案,这些都是他的建议!

“As a sound engineer and teacher, I’m very interested in assets that can simplify the audio integration process. The less coding there is, the better. I’m also always on the lookout for really creative tools for sound designers,” he says.

“作为一名音响工程师和老师,我对可以简化音频集成过程的资产非常感兴趣。 编码越少越好。 我也一直在寻找声音设计师真正具有创造力的工具,”他说。

For Eric, an ideal game audio engine has:

对于Eric来说,理想的游戏音频引擎具有:

– a great mixer with flexible routing (including group bus, aux bus, multichannel output matrix, 3D panning and doppler effect)

–出色的混音器,具有灵活的路由选择(包括组总线,辅助总线,多通道输出矩阵,3D平移和多普勒效果)

– easy ducking and dynamic control (for HDR mixes)

–轻松躲避和动态控制(适用于HDR混合)

– a bunch of creative insert DSP FX, volumetric FX and sounds (for seamless transitions between zones)

–一堆创意插入DSP FX,音量FX和声音(用于区域之间的无缝过渡)

– a timeline with automation curves (for multitracking and sequenced events)

–具有自动化曲线的时间线(用于多轨和顺序事件)

– pooling system (to limit instances of sounds and boost performance)

–合并系统(以限制声音实例并提高性能)

– weighted randomization of parameters

–参数加权随机

– a sample accurate clock and musical divisions of time

–准确的时钟样本和时间的音乐划分

– instruments (sample-based and synthesized ones with the usual modules like OSC, LFO, ADSR, etc…)

–仪器(基于样品的合成仪器,具有OSC,LFO,ADSR等常用模块)

– a music sequencer (with a flexible file format), midi input and output, wav rendering, async loading and streaming.

–音乐音序器(具有灵活的文件格式),MIDI输入和输出,WAV渲染,异步加载和流传输。

fmod integration in Unity and the upcoming Unity 5 audio features offer at least half of those tools, and most of the others are already available on the Asset Store. Which assets did Eric find most helpful on his quest for the ideal audio engine?

Unity中的 fmod 集成以及即将推出的Unity 5音频功能至少提供了这些工具的一半,而其他大多数工具已在Asset Store中提供。 埃里克(Eric)对理想音频引擎的追求最有帮助的资产是什么?

“The first toolkit I bought was SoundManagerPro as I was looking for a simple pooling solution (with limited polyphony) and a straight “no code” event system. Then I tried out Master Audio, because it has Playmaker actions. I discovered that it’s a very complete toolkit with it’s own group mixer, synchronized playlists and a clever ducking system,” says Eric.

“我购买的第一个工具包是SoundManagerPro ,当时我正在寻找一个简单的合并解决方案(具有有限的复音)和一个直接的“无代码”事件系统。 然后,我尝试了Master Audio ,因为它具有Playmaker动作。 我发现它是一个非常完整的工具包,它具有自己的组混音器,同步的播放列表和聪明的闪避系统。” Eric说。

He’s still using it, but he’s always on the lookout for more exotic options. So he got in touch with Tazman Audio, who offered him an educational licence of their Fabric audio toolkit. “Believe me, it is great fun to play with the embedded modular synthesis engine and the loopable timeline is vital for evolving motors and background ambient effects.”

他仍在使用它,但他一直在寻找更多奇特的选择。 因此,他与Tazman Audio联系,后者向他提供了其Fabric音频工具包的教育许可证。 “相信我,使用嵌入式模块化综合引擎非常有趣,而可循环的时间线对于不断发展的电机和背景环境影响至关重要。”

One of Eric’s other obsessions is step sequencing. “My deepest wish is that Unity could provide extensive management for a tracker format like .mod or .xrns, with an API to control the track activation and the pattern changing. So I bought the Step-Seq asset by Quick Fingers to see how far it could take me, and it’s pretty powerful. Unfortunately I discovered that an accurate musical clock is very difficult to obtain with C# coding. An experienced musician might find the stability a little disappointing.”

埃里克(Eric)的其他痴迷之一是逐步排序。 “我最深切的希望是,Unity可以为跟踪器格式(例如.mod或.xrns)提供广泛的管理,并提供一个用于控制轨道激活和图案改变的API。 因此,我通过Quick Fingers购买了Step-Seq资产,看它能带走我多远,而且功能非常强大。 不幸的是,我发现用C#编码很难获得准确的音乐时钟。 有经验的音乐家可能会觉得稳定性有些令人失望。”

To overcome this issue, he started using a combination of MidiUnified and MidiSynth by Foriero Studio. “The midifile player is rock solid and the different integrated synths offer a wide range of sonic capabilities (“bass” is one of my favorites). You can make your own sfz soundbanks and work in a classical DAW for authoring. And, if you like alternative input controllers, the multi-platform integration of midi I/O works perfectly”. He also discovered a bunch of Playmaker actions, which are handy for rapid prototyping. “I would have expected more control options over the midi files, but at this time, it’s the best solution I’ve found to do light weight songs from a few samples if you want midi files.”

为了解决这个问题,他开始使用Foriero Studio的MidiUnified和MidiSynth的组合。 “ midifile播放器坚如磐石,不同的集成合成器提供了广泛的声音功能(“ bass”是我的最爱之一)。 您可以制作自己的sfz音库,并使用经典的DAW进行创作。 而且,如果您喜欢替代输入控制器,那么Midi I / O的多平台集成将完美地发挥作用。” 他还发现了许多Playmaker动作,这些动作对于快速制作原型非常方便。 “我希望对Midi文件有更多的控制选项,但是目前,这是我发现最好的解决方案,可以从一些样本中制作轻量的歌曲(如果您想要Midi文件)。”

For synthesis, he’s found the port of usfxr – Procedural Sound Effects by Zeh Fernando to be very useful for real time or rendered FX sounds. It saves a lot of memory.

对于合成,他发现Zef Fernando 编写的usfxr –程序声音效果端口对于实时或渲染FX声音非常有用。 这样可以节省大量内存。

Finally, he’d like to also share two secret weapons for audio driven events and animations: “I love Visualizer Studio, which is a spectrum based triggering asset that lets you split your audio into multiple bands of frequencies and put a threshold on each one (to trigger whatever you want when a certain level is reached on that band). And I’ve also bought DarkACE : Audio Curves and Events, which works like the animation window, but on the waveform of your audio file. That’s very handy when you want to automate something graphically to the music.”

最后,他还想分享两个用于音频驱动事件和动画的秘密武器:“我喜欢Visualizer Studio ,这是一种基于频谱的触发资产,可让您将音频分成多个频段,并在每个频段上设置一个阈值(在该频段达到某个级别时触发您想要的任何东西)。 而且我还购买了DarkACE:音频曲线和事件 ,其作用类似于动画窗口,但在音频文件的波形上。 当您想以图形方式自动处理音乐时,这非常方便。”

“And of course like everyone, I’m feverishly waiting for the official release of Unity 5, especially its new audio features!”

“当然,和所有人一样,我一直在等待Unity 5的正式发布,尤其是它的新音频功能 !”

Eric « Dok » Wager is a French sound engineer who’s worked on music and movies like OSS117, Les 11 commandements, La Beuze, Svinkels, TTC, Arsenik and Singuila. He’s also been part of the demomakers scene since 1990. He’s fond of generative arts and signal processing, teaches at the SAE Institute in Paris, and is the co-founder of IndieTrainers, a game development training company.

埃里克·多克(Eric«Dok»Wager)是一位法国音响工程师,曾从事音乐和电影的制作,如OSS117,Les 11戒律,La Beuze,Svinkels,TTC,Arsenik和Singuila。 自1990年以来,他就一直是演示者的一员。他热衷于生成艺术和信号处理,在巴黎SAE研究所任教,并且是游戏开发培训公司IndieTrainers的共同创始人。

Audio Curves and Events

翻译自: https://blogs.unity3d.com/2014/11/27/the-sound-engineer-and-the-asset-store/

音响video和audio

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