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by boomlinde 4330 days ago
> The original motivation for SFXR is the number of games produced that were simply silent. SFXR changed that to not silent.

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.

1 comments

sometimes the barrier to entry is simply not knowing anyone you can ask. I'd almost suggest something like 99 designs but, the problem with that site is it significantly devalues the work of artists. I would hope that any tool that surfaces for this niche is more respectful to the craft than that.