Sound on a shoestring schedule
So I realize that simply listing “Audacity” in my tools post in the sound section is likely both naive and overly optimistic.
I don’t want to spend a ton of time on my sound because I’ll probably need as much time as possible for programming, but I don’t want to ignore it either, and I want to get at least antiquated with a workflow before going in. I have some musical background and a knowledge of how to edit wav clips together smoothly but no real idea of how actual sound production works. I’ve never played with sequencing loops or anything like that. I used to play with MIDI software a long long time ago but I’m not a composer…my brother’s the one who went down that path and I doubt I’ll be able to enlist his help (big important life stuff in progress).
I have a few “analog” tools available: A decent singing voice (soprano), an alto and soprano recorder that I can play a couple complete songs on, enough miscellaneous junk that I could improvise some homemade Foley effects. (Note to self: the good microphone is on the fritz, find a backup before LD starts.)
I have bfxr bookmarked, but I’m not sure I would care to use it for things that aren’t UI bleeps and bloops.
I could use recommendations for a good set of general purpose drum beats/loops/samples, and other such libraries that would be competition legal (although I’ll probably end up needing the extra time of the jam). I know there are lots of options but there are lots of options and having people vouch for any of them would help.
Sound that is overly “8-bit” would probably not be a good fit, because my graphics will not be; I don’t do pixel art, I am not any good at doing pixel art, and in the same amount of time and resolution I can make nicer-looking (to me) smooth line art. Also, my appreciation of game soundtracks tends to start around the 16-bit era where decent instrument synth started coming into play.
So, any advice, comments and such, please chime in!
