www.dangallettiaudio.com
I create crunchy audio for video games!
I experiment with synthesizers and organic layers to bring worlds that never were into your ears.
I get lost in horror and sci-fi.
Not complaining as it served me well for about 10 years.
Now I’m wondering if I should just get another one to retain the form factor or upgrade to a fancier model? 🤔
Not complaining as it served me well for about 10 years.
Now I’m wondering if I should just get another one to retain the form factor or upgrade to a fancier model? 🤔
Now it won't even let me open the project. 🙃
Now it won't even let me open the project. 🙃
I want to say I put around 50 myself which exceeded my expectations.
I want to say I put around 50 myself which exceeded my expectations.
Analog Echo Processor
Nightmare scenario for guitar players:
You get a little too excited doing weird sounds with your delay pedal when a wrong note starts repeating over and over. You look down and notice all the knobs are moving frantically on their own!
#sounddesign #gameaudio #gamedev
Analog Echo Processor
Nightmare scenario for guitar players:
You get a little too excited doing weird sounds with your delay pedal when a wrong note starts repeating over and over. You look down and notice all the knobs are moving frantically on their own!
#sounddesign #gameaudio #gamedev
Recording automation for different parameters might not always sound good or be necessary, but rest assured you will always end up with some interesting results! (visually, at least.)
Recording automation for different parameters might not always sound good or be necessary, but rest assured you will always end up with some interesting results! (visually, at least.)
If I'm washing out an instrument with reverb, I often double it on a second fully dry channel to retain some clarity. I've also found that changing the sound of the dry duplicate (subtly or drastically) is a fun way to add more texture and ear candy!
#sounddesign #gameaudio #gamedev
If I'm washing out an instrument with reverb, I often double it on a second fully dry channel to retain some clarity. I've also found that changing the sound of the dry duplicate (subtly or drastically) is a fun way to add more texture and ear candy!
#sounddesign #gameaudio #gamedev
Analog Phase Shifter
-venture deeper
-comms down
-retrace steps
-environment mismatch
-map data unavailable
-flares depleted
-print status
-suit damage 72%
-oxygen 33%
-low energy mode
-emergency protocol
-nearby movement
-venture deeper
-
#sounddesign #gameaudio #gamedev
Analog Phase Shifter
-venture deeper
-comms down
-retrace steps
-environment mismatch
-map data unavailable
-flares depleted
-print status
-suit damage 72%
-oxygen 33%
-low energy mode
-emergency protocol
-nearby movement
-venture deeper
-
#sounddesign #gameaudio #gamedev
Monophonic Voice Manipulation
We’ve got two instances of the effect this time!
I used them (plus other effects) to color a whale sound with a sci-fi touch. This could be used as a creature layer or maybe even as an engine layer due to its cadence?
#sounddesign #gameaudio #gamedev
Monophonic Voice Manipulation
We’ve got two instances of the effect this time!
I used them (plus other effects) to color a whale sound with a sci-fi touch. This could be used as a creature layer or maybe even as an engine layer due to its cadence?
#sounddesign #gameaudio #gamedev
Creative Resonant Filtering
Automated filters can add plenty of motion to a sound!
You pick up a malfunctioning radio and tune into a magical melody from another dimension. Might be a good spot to set up some RTPCs if player interaction is expected.. 😉
#sounddesign #gameaudio #gamedev
Creative Resonant Filtering
Automated filters can add plenty of motion to a sound!
You pick up a malfunctioning radio and tune into a magical melody from another dimension. Might be a good spot to set up some RTPCs if player interaction is expected.. 😉
#sounddesign #gameaudio #gamedev
Electromechanical Reverb
When using reverb to simulate real spaces, it's often better to run it in an auxiliary track and only feed it a small amount of the signal to preserve clarity. However, a 100% wet mix is great to create atmospheric ambiences!
#sounddesign #gameaudio #gamedev
Electromechanical Reverb
When using reverb to simulate real spaces, it's often better to run it in an auxiliary track and only feed it a small amount of the signal to preserve clarity. However, a 100% wet mix is great to create atmospheric ambiences!
#sounddesign #gameaudio #gamedev
Granular Echo Synthesizer
Ever since I got my first guitar pedal (DD-7) I've liked to use delays not just as effects, but as instruments. The dry signal is basically a sound generator which you can transform drastically using the knobs and parameters.
#sounddesign #gameaudio #gamedev
Granular Echo Synthesizer
Ever since I got my first guitar pedal (DD-7) I've liked to use delays not just as effects, but as instruments. The dry signal is basically a sound generator which you can transform drastically using the knobs and parameters.
#sounddesign #gameaudio #gamedev
My aim is to show you how much a single effect can alter a sound.
And if you’re an audio person, well… you probably use these every day! 😆
My aim is to show you how much a single effect can alter a sound.
And if you’re an audio person, well… you probably use these every day! 😆
Here's the last two sounds put together to complete the action when a hit connects. This would happen naturally in engine if the sounds were attached to different emitters:
Player attacks > Whoosh is played
Fence is hit > Impact is played
#gameaudio #sounddesign
Here's the last two sounds put together to complete the action when a hit connects. This would happen naturally in engine if the sounds were attached to different emitters:
Player attacks > Whoosh is played
Fence is hit > Impact is played
#gameaudio #sounddesign
Good thing you have a rake in your hands...
#sounddesign #gameaudio
Good thing you have a rake in your hands...
#sounddesign #gameaudio
After all, so many games are action based!
#gameaudio #sounddesign #gamedev
After all, so many games are action based!
#gameaudio #sounddesign #gamedev
Here's some sounds of leaves being raked to help you daydream of an easier task. 🍂
#gameaudio #sounddesign #gamedev
Here's some sounds of leaves being raked to help you daydream of an easier task. 🍂
#gameaudio #sounddesign #gamedev
My first play of Cartographers was fun, relaxing and… brutal.
According to the french scoring rules, at 63 points I’m a 'Gribouilleur Attardé' which in the english version is a 'Dimwitted Doodler' 😆
My first play of Cartographers was fun, relaxing and… brutal.
According to the french scoring rules, at 63 points I’m a 'Gribouilleur Attardé' which in the english version is a 'Dimwitted Doodler' 😆
Naturally, this silly image came into mind and became the cherry on top when I was asked to design a bite/chew/gulp sequence 🐐
#gameaudio #sounddesign #ahhhhh
Naturally, this silly image came into mind and became the cherry on top when I was asked to design a bite/chew/gulp sequence 🐐
#gameaudio #sounddesign #ahhhhh