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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [gameprogrammer] Re: Sound Effects
On Monday 14 August 2006 00:10, Marian Schedenig wrote: [...] > What's the common way to get sound effects for free games (GPL in > this case)? I have no idea what's most common, but I've seen (heard) pretty much everything; sounds from old commercial games that have been put in the public domain, original recordings, synthesized sounds etc. Some are probably stolen, or based on stolen sounds from commercial games and movies, but that's a legal gray zone. I wouldn't go there, for several reasons, moral and others. > Record them yourself (don't know how to do that for a scifi > shooter)? Record and process. You can use vocoders, extreme resonant filters, distortion and other effects to transform pretty much anything way beyond reconition. You can also create sounds from scratch using various types of musical synthesizers. Virtual analog synths and modular synths and similar (Csound, SuperCollider, Nord Modular and whatnot) are probably the most appropriate types for traditional sci-fi style sounds. Of course, the more powerful the tools, the harder it is to get them to do what you want... :-D > Find them on the net? Probably a few good ones out there, but in my experience, you get what you pay for. > Buy a sound effects CD (any recommendations for good, cheap, > available ones - and what about licenses)? Generally, the licenses of the more expensive CDs allow you to use the sounds in pretty much any way you like, short of just selling them as is. The cheaper ones are either, uhm, not quite as good - or they may have a license that does not allow commercial use, so you have to pay extra for a different license. Could save some $$$ if you only need a few of the sounds in the library. Either way, there might be issues with sublicensing any of these sounds to go with a GPL project. You've paid for using them in your products, your copyright - but those licenses are usually written with proprietary productions in mind, and media that doesn't easilly allow individual sounds to be extracted. GPLed game is very different in terms of what end users can and may do with it. (BTW, the game *data* doesn't have to be GPLed, just because the code is... Hint: Id Software.) //David Olofson - Programmer, Composer, Open Source Advocate .------- http://olofson.net - Games, SDL examples -------. | http://zeespace.net - 2.5D rendering engine | | http://audiality.org - Music/audio engine | | http://eel.olofson.net - Real time scripting | '-- http://www.reologica.se - Rheology instrumentation --' --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html
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