he/him // Game fanboy, Twitch Affiliate, Doc main, audio/video guy, iOS dev etc etc // pfp by @CRF_ArtRoom, banner by @Obsinia // Power to the Local Dreamer |-/
I remember the day we got the music from Yamamoto-san in Japan and we crowded around the sound designers desk/studio to listen.
When Phendrana Drifts came up we all kind of stared at each other realizing we were hearing one of the most memborable songs of the era for gaming.
@NekoMikkiVT Yup! This is spot on. And also, if someone is worried about getting to loud at times, slap a compressor or limiter on there instead! That’s what they’re made for!
Some would say “just add audio filters in OBS” …some would be wrong 😂
For the best audio, you want your EQ, compression, noise gate, and limiter handled BEFORE your audio reaches OBS.
Useful audio software for streamers:
• Voicemeeter Banana
• SteelSeries Sonar
• NVIDIA Broadcast
• Elgato Wave Link
• GOXLR
• Equalizer APO
Quick tips:
• Set your limiter around -1 dB to -3 dB
• If your mic cuts out when yelling, your noise gate is probably too aggressive
• Noise suppression can mistake excited/high-pitched voices as background noise and mute you
• If your voice disappears when excited, lower your gate/suppression strength
• Angle your mic about 10° off-axis to reduce popping if you don’t have a pop filter
• Keep your OBS mic fader at 100%
Once your mic is properly configured, feel free to use your OBS faders for balancing game, discord, music, and alerts audio
Hope this helps!
when I was reimagining Majora's Mask characters so they'd be unique from the OoT models.
Still really proud of these - it's my fave Zelda game, the story and art style were very influential.
Dark Nights (my series where I play thru the Batman Arkham series at Night in the Dark while my baby sleeps) continues right now with Arkham Asylum!
https://t.co/9sRLuJR34c
@IGN Could we not have big outlets help perpetuate the attitude which is destroying the Pokémon TCG and preventing kids from being able to pick up cards because people are just hoarding sealed products for "investment"?
Thank you.
Hello! AM2R Project 2.0 needs your help to make it across the finish line. If you're a pixel artist that can match the existing style and quality and want to help out, we would love to talk.
Being a gamer since the 90s and seeing how companies execute 10 year plans; here's how i speculate this will go:
Step 1: Over Price games.
Step 2: Make Digital games artificially cheaper. (We are here)
Step 3: Get majority users to buy digital.
Step 4: Abandon physical next generation since majority audience has been conditioned to purchase digitally. Expect cope comments like
"Who needed physical anyway? Digital has been the cheaper option for awhile now"
Step 5: Over Price Digital games.
Step 6: Check Mate. You no longer have a free market to trade or buy or sell preowned games. And now the market value of video games is 100% in the hands on the corporations.
Younger people wont even question it. It'll be a culture ingrained in their childhoods.
ALRIGHTY FOLKS TIME FOR A HUGE ANNOUNCEMENT.... thanks to the hard work of @darcag3nt, the Nintendo Gamecube will soon be joining the Sega Dreamcast within the KallistiOS ecosystem!
This means that we will soon be able to easily share code between the Dreamcast and Gamecube and target both with these homebrew games, ports, and apps you've been seeing that have been written using our KOS SDK!
As a KOS contributor and developer, I have done my part to welcome the Gamecube into the fold by introducing a new back-end into my SH4ZAM fast-math and linear algebra library, which was originally only intended to target the Sega Dreamcast's SH4 CPU.
SH4ZAM now supports a vanilla C-based software back-end, which allows you to write code that very efficiently targets the Dreamcast but also compiles and runs natively on literally anything with a C compiler and FPU.
What you're seeing here is our Sega Dreamcast port of Super Mario 64 re-targeted to the Nintendo Gamecube, using KOS, a modified GLdc to target the GC's flipper GPU, and the same SH4ZAM library that accelerates the math in these ports, except using the new SW back-end!
We've already done quite a bit of preliminary research into providing a dedicated, hand-optimized PPC-specific, accelerated SH4ZAM back-end to allow developers to fully utilize the GC's Gekko CPU as efficiently as SH4ZAM allows them to utilize the DC's SH4 CPU... and I'm convinced that the two CPUs have so much architecturally in common, especially in the area of FPU math, that SH4ZAM will work just as well for Gekko as it does for the SH4!
For more information on the KallistiOS Gamecube back-end, infrastructure, and upcoming Mario 64 (and eventually GTA3/VC GC ports), follow @darcag3nt!
If you're interested in checking out SH4ZAM, the source code is here:
https://t.co/QWLqwVrymp
Retro Multi Tools v1 is now available for Windows, macOS and Linux. A new feature-rich Retro ROM Management Suite for over 30 gaming systems including many utilities, available in 20 languages.
https://t.co/zZqj2xClxc
I’ve been streaming in a very different time slot due to a certain sleeping baby! We’ve finished Batman Arkham City, and just started Arkham Asylum! Come hang!
https://t.co/9sRLuJR34c