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by TheZenPsycho
4330 days ago
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The original motivation for SFXR is the number of games produced that were simply silent. SFXR changed that to not silent. It sounds cheap to say this, I'll admit. But if you want a better world you've got to make the tools that make that better world really easy to make, which is what sfxr is or was. Maybe we address this by making a tool that makes better sounds than sfxr. On the other hand, maybe we address this by making a tool that makes it really easy for game devs to work with sound designers. |
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Sure, it lowers the barrier of entry when it comes to sound design. I think it has worked well for a few games, and as I said it makes perfect sense for something like ludum dare or just prototyping.
But when you want to polish your game and have a vision and/or a budget of any sort, I don't see how the sfxr sound effects aren't the first thing to go. Sfxr makes it all a lot simpler, but it sometimes strikes me as arrogant to use it for an otherwise polished product, since in my mind it means that these game developers don't recognize that it isn't trivial to create a good set of sound effects.
+1 on creating a tool that makes collaboration easier. I have a friend who does this professionally, and the process usually involves manual revisioning by renaming files or timestamped folder names and moving them to dropbox. The last project I saw him work on actually had an in-house tool to manage volume levels and delay times, though.