Timeline for Building the soundtrack
Current License: CC BY-SA 2.5
3 events
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Apr 5, 2011 at 13:14 | comment | added | Dave Matney | Not really... I mean, when you're designing even scene-by-scene, I assume you strip it down to individual effects. I've been lucky, so far, that my sounds have been cohesive anyway, but the last project I worked on was awful -- I didn't get to hear any of my effects in the game until we sent off the final product to the client -- and, to make matters worse, the coder used Flash's built-in compression so the whole game sounded awful. | |
Apr 5, 2011 at 0:22 | comment | added | g.a.harry | @Dave, See, I feel the opposite. Don't you think starting with individual elements, or classes of elements offers you the ability to retain a more cohesive sound across the entire project? Or am I thinking about this the wrong way? | |
Apr 4, 2011 at 21:59 | history | answered | Dave Matney | CC BY-SA 2.5 |