Why Reaper For Game Audio
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- Опубликовано: 6 авг 2024
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Tools mentioned in this video (May Contain Affiliate Links):
Reaper: www.daviddumaisaudio.com/reap...
nvk_Tools: www.daviddumaisaudio.com/nvk
LKC Variator: www.daviddumaisaudio.com/lkc-...
Strata: www.daviddumaisaudio.com/strata
ReaWwise: www.daviddumaisaudio.com/reaw...
LKC Tools: www.daviddumaisaudio.com/lkc
00:00 - Intro
01:00 - Weaknesses of Reaper
03:26 - Why Reaper for Game Audio
05:09 - Specifics for Game Audio
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About David Dumais Audio
David Dumais Audio is committed to creating professional, creative, and expressive sound design and music for video games. David wants to share what he has learned over the years; everything from creating energetic music to crafting ambient sounds, gun sounds, foley, recording sounds, UI sounds, game sounds and so much more.
The David Dumais Audio RUclips Channel contains some of David’s best advice, strategies, concepts, and philosophies which he has effectively used to help hundreds of game developers realize their goals. This channel is designed to help the beginner as well as the professional continually improve their skills and challenge their creative process. - Хобби
For me just the naming wildcards when rendering is one of the biggest reasons I use it.
To be able to choose "render items via master" and then automatically name each rendered file by the project name, folder hierarchy (in the project), track name, etc, and then append the item number is gold in and of itself.
It saves so much time, especially in Game Audio where following strict naming conventions is generally very important.
my path was logic -> cubase -> reaper with improvements at each step. I work essentially on music production, and game audio. Yes, UI can be harsh first, but reaper features are so awesome you can't go back anymore.
for me it started like this: SAWStudio, Cool Edit Pro, Pro Tools, finally Reaper and never switching.
I use Reaper for music production, sound design and voice over work. Reaper's rendering flexibility has very useful. I can record chapters of an audiobook, create a region based on selected items and then render those out in order, labeled based upon the region name / number. Less user error this way.
Another thing I'm really liking is having commands set to slow down items to half speed or reset them. I can do this by the play rate for the session or based on selected items. As far as pitch shifting goes, it's really handy being able to have multiple types of time stretching on hand: pitch envelope, play rate, melodyne, or other 3rd party plugins. It's great for creating new drum sounds.
Lastly, a nerdy but huge plus with Reaper is editing. I have the most used editing functions set to the ASDF keys since my hand is always there anyways. Other common used editing functions are all mapped to the left side of the keyboard since the right is on the mouse and they're easy to get to. Just having things laid out in a way that is simple / ergonomic has been a gamechanger. I can edit down / record massive amounts of voiceover work and the daw stays out of the way.
I started with Reaper, which in hindsight was a mistake. It's super flexible but as a beginner, I think it really helps to have some constraints and to be forced into a particular workflow. I switched to Ableton and my production skills skyrocketed for that reason. Now returning to Reaper (for many of the reasons stated in the video), I'm much more confident in how to utilise its flexibility to enhance my workflow and I'm enjoying it much more.
Videos on developing a better workflow are awesome, keep rockin on David
While I do not work on games, Reaper is brilliant at creating samples and effects from scratch. The dynamic split function takes getting used to but it works well enough for chopping up items. Then you can export and process all your items and label them from the renderer 100s,1000s whatever
I tried Reaper, but it was really difficult to establish a good working Workflow for me. An example would be the work with video, which was really hard, to get going. I am currently working with Nuendo. As someone, who has switched from Nuendo to Reaper, do you have any advice?
I work in Nuendo too, I only have Reaper when projects with other people require it. Yes, Reaper is faster in the actual process of creating and exporting sound, but for me it's too messy. The company I work for, we use Nuendo. The moment you go outside Game audio though (linear, working with surround, ADR) I feel like Reaper is really weak. The thing Nuendo is missing is stuff like: Envelope followers modulators, Subprojects, and the possibility of complex macros (and the f***ing fades panels need to go, such a slow workflow lol)
It's a must to learn Reaper for game audio like David said, but if you prefer Nuendo use that, lots of huge game audio companies use it!! Use what you like best
I haven't found Reaper to be great with video personally. Unless the current software isn't working in some way, I'd stick to what you know.
Nuendo is absolutely great in sounddesign, game audio and post pro... no worries. you dont need Reaper. Neundo is wayyy better for composing and midi editing and vsti.
Nuendo has one of the best professional onstock content, the fx are on par with logics. you dont need thirdparty stuff. big point for is and fast workflow.
@@Byron101_ most people don't use stock plugins.
@@Byron101_ well I partly disagree. For game audio when you have strict deadlines and need to export 1000s of assets, manage huge projects, create 100s of variations, Reaper is WAYWAY faster. Nothing you can't do with Nuendo ofc, but Reaper workflow is way faster
Hi , could you please do a video on Fmod integration with Reaper , like a step by step guide how to set it up, thanks.
the video plackback in reaper is really rough too. ive tried to swtich to it several times but ive never been able to get decent performance from the video engine. not ideal when you need to use video references.
OooOOooo
everyone talks about reaper workflow , but guys anyone has noticed the horrible problem reaper in rendering (the most important part of the work)?? it modulates and sometimes distorts the output audio!! even in highest quality settings. this is a nightmare!
Personally, I'd never move from Nuendo because it's a DAW that can do everything. Including post-prod work.
I use Reaper. But mostly prefer Nuendo.
Nuendo is absolutely great for sounddesign, game audio and post pro. No worries. Nuendo is wayyy better for music composing and midi editing and vsti.
Nuendo has one of the best professional onstock content, the fx are on par with logics, you dont need thirdparty stuff. big point for us and fast workflow.
We have 12 Nuendo engines here in our studios. never complain, stable as hell (cant say this about Reaper). We do post pro, composing, voice over and game audio.
If you prefer Neundo and wrote a paragraph on how much better it is than Reaper and how everyone around you uses it, then why do you use Reaper? For me, I've never had a single crash with reaper in my life so far. I've pretty much tried every major daws, and after you customize reaper, its workflow of both midi and audio is far superior, faster and efficient than anything I've ever used. 90% of reaper users, that's counting the game audio people, they still don't know 90% of what the midi editor in Reaper has to offer. And If you count the community scripts that you can get that are made for Reaper, then nothing even comes close to the speed and crazy workflows of Reaper.
The plugins are functional. They work great though.
Yes for sure.
I'm using FL Studio for sound design lol.
FL studio is great imo (the patcher is fantastic), but there are features missing specifically for game audio, like batch exporting multiple assets, wWise integration and such
reaper is pretty much the industry standard for game audio.
Fl is super powerful. If it works then it's all good 👌
@@NRSoundDesign you can get something like patcher with paranormal fx router in reaper as well.
but, i love the ugly plugins actually! :)
lol, they grew on me too
I remember deadmau5 using this weird and ugly project of a synth and just making the most beautiful sounds out of it…
Also I find that the most cute, polished UI plugins are the ones that sound the worst
I've been using protools for 15 years in linear media, but I choose reaper for our latest game project. It feels uncomfortable in many ways compared to Pro Tools, but the scripting capabilities of Reaper are impressive. Pro Tools doesn't stand a chance in this regard.
you can change any uncomfort of reaper to the way it makes you comfortable, like pro tools in reaper
@@ranajoyshil I know, partially did it already, but it takes so much time!