To many students and even some so-called sound designers (that don't seem to FIFA Coins know what they're doing).It's important, though. It's important for people to know what sound design is (or isn't). Sometimes it's like people think that we wave a magic wand made from bologna and rad sounds start filling the air. To be clear, rad sounds would start filling the air if one were to wave a bologna wand around, but those haven't been invented. Or, at least, they're not mainstream (yet).So, the first


to the question is this: Sound design is not the result of waving a bologna wand around in the air after someone requests a sound. There isn't even such a thing as a bologna wand. At least not in the trove how to get flux mainstream. We've gone over this. Since I'm getting to answering the question already, I'm starting a new heading.Okay, So What Isn't Sound Design?Sound design is not quick work. It doesn't happen in five minutes. I don't care what sound I'm making, it could be the sound of a feather landing


in a basket of cotton. It doesn't matter, it's not going to take me five minutes. It's probably not going to take me 30 minutes.I might be able to get it done in an hour, but it's not going to be the best that it can be. Not even close. It's going to be a rough first pass that may be acceptable to ship if absolutely necessary, but I'll probably find some time to make it better later. May as well say that it's going to take at least a couple hours.Sound design is not simply taking existing sounds and


them into the game. Although in many cases this is technically legal to do, depending on the EULA of the sound library or if the sounds are owned outright, it's still generally unacceptable to Team Audio. Yep, we do tend to have a bunch of sounds lying around, and they may come from sound libraries, or they may be original field recorded sounds, but the buck doesn't stop there.We want to take those sounds, usually referred to as source assets, and layer who-knows-how-many of