I need to make a proof-of-concept audio project file, replacing all our normal realistic soundeffects, with tones (like a piano really).
In practice making our entire game world a huge instrument for the players to explore: bashing stuff, jumping and running into walls to generate sound.
How would you suggest going about this -is samples (wavetables) the way to go? Or can I use the oscillator to generate tones? What frequencies, effects and settings would create a pleasing tone? (what frequencies represent what note?)
Thanks for taking your time!
- ulfben asked 10 years ago
using only a subset of the 12-note scale will probably produce more pleasing results if you don’t know in advance which tones could play at the same time. taking something like the pentatonic scale, all those notes will sound good together in many combinations. a lot of chromatic scale stuff really only works if you kind of know which key (as you are basically transitioning between different subsets of the 12-tone scale.) unless you want it to sound really random, dissonant and crazy, in which case that’s cool!
i’d personally feel that using wavetables is better in some ways because of a few things..
- the oscillators in fmod are useful, but not particularly sophisticated. it takes a lot more work to make interesting sounds with them than say using a regular synth (or a piano!) and just taking samples of that. just basic stuff like setting up a cool envelope, filter envelope, lfo or other modulation, these things are possible in fmod but much faster in other interfaces..
- you can much more easily add a lot of subtle variations by using multiple samples for each tone.. making different envelope lengths, adding subtle reverbs or other fx, etc… to make all these possible variations encoded as things adjusted by parameters in fmod and event layers is possible but probably a lot more work..
downside is that memory usage is higher of course..
- acrosby answered 10 years ago
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