Meteo Xavier Posted May 15, 2014 Share Posted May 15, 2014 (edited) I'm working on a soundtrack for a retro platformer in the vein of the SNES era (like a cross between the old Disney platformers and Mega Man 7) and the topic came up for sound effects. I don't do sound effects, and while I tried my hand at it and actually got some half-decent results despite having no clue what I was doing, I know for a fact I won't be able to competently cover that part of the job, so I was wondering if anyone else here has any recommendations for platformer sound effects that might work well for a moderately cartoonish, fantasy-type platforming game. Edit: Not looking for 8bit, chip type sounds. This is a later era than that. Thank you! Edited May 15, 2014 by Meteo Xavier Quote Link to comment Share on other sites More sharing options...
theshaggyfreak Posted May 15, 2014 Share Posted May 15, 2014 For classic chip type effects, look no further than Plogue's Chipsounds. Since it does a great job of emulating old consoles and arcade machines, you can make some great classic FX sounds with it. It comes with a number of patches that mimics some of the classic ones but it's not too difficult to come up with your own. It's worth the $100 that it costs. Quote Link to comment Share on other sites More sharing options...
Meteo Xavier Posted May 15, 2014 Author Share Posted May 15, 2014 It's not chip-type sfx we're looking for. We found things for that already. Quote Link to comment Share on other sites More sharing options...
lazygecko Posted May 15, 2014 Share Posted May 15, 2014 If you want SNES style effects, you do that by using musical instrument samples in creative ways. That's how most effects were done on the SNES, since memory was too precious a resource to waste on dedicated SFX samples. For example snares were often used to make explosions or gunfire. The cannons in Super Mario World are snares played at a fifth interval or something. And the trademark Yoshi sound is in fact a pitch-bent orchestra hit. Quote Link to comment Share on other sites More sharing options...
Meteo Xavier Posted May 15, 2014 Author Share Posted May 15, 2014 I actually started by doing that last night, and while I got further than I expected and did make some decent SFX on my own, the core of my freelancing gig is "quality within reason above all else" and I know for a fact I won't be able to deliver quality platforming sound effects on my first eve try. I'm told now, even in the middle of writing this, that my employer does have sound effects he's happy with now, so I guess this thread is done? Maybe? Or we can continue recommendations for others with similar needs to find useful content for. Quote Link to comment Share on other sites More sharing options...
Nase Posted May 16, 2014 Share Posted May 16, 2014 I dunno man, your average platformer only needs so many sounds, make em yourself even if clueless, learn, have fun. Resorting to specialised libraries is understandable when under pressure and time restraint, but cmon, the odd freelance job that people around here like you might get? Make it a labour of love and take the time to learn, or don't do it. Talking out of principle, good news that it's not an issue anymore. Quote Link to comment Share on other sites More sharing options...
Meteo Xavier Posted May 16, 2014 Author Share Posted May 16, 2014 I NEVER wanted to learn how to SFX, but now I've tried it, I can see why people have told me it's kind of addicting. It was thoroughly satisfying to know I came up with a coin-like sound in just a couple minutes. Still, I'd have to really, really work at that shit before I got anywhere in skill to charge money for, and I still have much I must learn about composing first before all that. Quote Link to comment Share on other sites More sharing options...
Nase Posted May 16, 2014 Share Posted May 16, 2014 yeahyeah, i'd feel insecure about my skills as well, but it really depends on the playing field. if it's an iOS game for example, i've seen enough decent games with shoddy sfx. just bad or obvious stock sounds that feel out of place. probably mostly cases of a single dev inexperienced with audio deciding to do it himself, but either way...an amateur can top that tenfold if he has the dedication. Quote Link to comment Share on other sites More sharing options...
lazygecko Posted May 16, 2014 Share Posted May 16, 2014 I think generally the bar is set very, very low for retro style sound effects in modern games. Most of them are just really basic and unimaginative. It doesn't take much to rise above the average. Quote Link to comment Share on other sites More sharing options...
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