How I made sound effects for this game using only libre software [Part 2]
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- čas přidán 20. 10. 2021
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- Submit music:
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--- TIMESTAMPS:
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--- DOWNLOADS:
- The complete SFX pack I've produced for this game:
freesound.org/people/unfa/pac...
- The complete Ardour session that produced the sounds (compressed with Zstandard):
is.gd/kynVLM
Downloads are provided under under Creative Commons Zero 1.0 license.
--- LINKS:
- Get the game and learn how it's made!
github.com/GDQuest/godot-2d-s...
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- Watch a GDQuest's video that features me as a guest:
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- Read the blog post about this video:
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--- OTHER INFO:
This video was produced exclusively with open-source software and GNU/Linux.
- Studio software:
manjaro.org (operating system)
www.kde.org/plasma-desktop (desktop environment)
www.olivevideoeditor.org/ (v. 0.1.2; video editing)
obsproject.com/ (video capture / streaming)
www.blender.org/ (3d art)
inkscape.org/ (2d vector art)
gimp.org/ (photo manipulation)
kx.studio/Applications:Carla (live audio processing)
Audacity [pre MuseGroup version] (final audio touchup and level control)
- Studio hardware:
CPU: AMD Ryzen 9 3900X
GPU: AMD Radeon RX 480
Mobo: Gigabyte B550 AORUS ELITE V2
Audio I/F: Behringer UMC202HD
Mics: Shure SM57 + A2WS (main); Behringer B-1 (room mic); Boya BY-M1 (lavalier)
Camera: Lumix GH5
Webcam: Logitech C920
Aux camera: OnePlus 5T
MIDI controller: M-Audio Oxygen 49 MKIV
Coffee machine: DeLonghi ECP33.21
Mug: is.gd/unfamug
---
Now go, make some music!
again and again: thank you so much for your videos!
Oh glorious magnificent sound smith, are you still using Pipewire successfully as your sound back end? :)
Lol :D
So far so good! I had to tweak some configuration to make it not change the buffer sizes for JACK applications all the time, as they tend to crash if that happens, but apart from that - it seems good!
Please note that I was still using JACK when this video was recorded. My PipeWire switch came much later.
@@unfa00 Good to hear. Can't wait for applications to starting using the Pipewire API directly for even better performance.
@@unfa00 Hey, want to share what configuration changes you did? I have the same issue with the crashing, my workaround was do enforce a static buffersize for all clients, which is a bit against the concept of pipewire... "pw-metadata -n settings 0 clock.force-quantum 1024" if anyone wants to know
You pay attention to a very fine details. Hard work. That's not so common in today's world. Thank You for proving that it is still possible.
BTW - have you ever tried working with a firewire audio interface on Linux? I'm really tired pushing my TC Impact twin to work with latency below 10ms not hitting max DSP load and without Xruns. Same problem with jack/ALSA and with jack/Firewire route. I have RT 5.10 kernel (Manjaro) , user in audio group and even IRQ priorities set. Nothing really helps.
Hmm, I wonder if we could make direct generative audio plugins for Godot from hvcc (pd-vanilla transpiled to c). There are already unity, fabric and wwise exports, but a full foss stack would be great!
Ooh! So it's compile the code at load time and execute fast in-game?
@@unfa00 No?
Very laggy video :(