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Nullsoft, 1997-2004 (2004)

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Re: Nullsoft, 1997-2004 (2004)

#82

Earlier quoted context omitted.

Napster came along to the nullsoft channel one day and shared the app he was working on. We all played with it and offered suggestions. Told him he was be sued out of existence. From that came gnutella and waste. Something was spun out with me and friends as infrasearch and sold to sun. Wilson Sonsini did a good thing on peer-to-peer back in the day too. They were our lawyers. Sucked us dry.

Oh man infrasearch. With Gene Kan right? Was trying to revive xcf at Berkeley with some friends.

Yes, Gene, Justin, Shawn all somewhat knew one another. Street raced and hung out online. I started infrasearch with Gene. He also did an open source shoutcast server.

Re: Nullsoft, 1997-2004 (2004)

#83

My favorite Nullsoft software that came out the end of this era was WASTE [1]. Peer-to-peer (back when P2P was all the rage), encrypted, decentralized private networks. Group of friends and I used it post-college as a way to share files and chat, and was much better than AIM or other instant messaging at the time. 1. https://en.wikipedia.org/wiki/WASTE

WASTE introduced me to Thomas Pynchon. Thank you Justin!

Re: Nullsoft, 1997-2004 (2004)

#84
post #72

Earlier quoted context omitted.

> Reaper is currently a de-facto standard for game audio design Such a wide and strong claim, I'm not sure there is a single de-facto choice specifically for "game audio design", I've seen most major DAWs, including Reaper, to be used for game audio. If anything is close to a de-facto standard in video game audio, it'd be Wwise and/or FMOD as audio middlewares, then whatever the artists happen to be familiar with for…

From my experience, it’s very rare to see someone not using Reaper for sound design. Some use Pro Tools or Cubase, but they aren’t as common as Reaper. It really has no competition due to how easy it is to prepare dozens of assets with a single render (all with correct naming and loudness) as well as extensions that add features no other DAW has (e.g. Global Sampler, stuff by LKC Tools, etc.). It’s not very good for…

I think now it seems clear you're talking about "sound effect design" specifically maybe, rather than sound design? Particularly because you say it's not good for music production, but plenty of us do sound design together with music product, but I've also never done sound effect design, which it does sound like you're talking about.

Re: Nullsoft, 1997-2004 (2004)

#86

For those who might not know: > With Nullsoft gone and Frankel spending his time building a special-effects computer for his electric guitar... I don't know what happened to the Jesusonic he was building then, but Justin Frankel ended up creating Reaper, the cross-platform Windows/Mac/Linux digital audio workstation that is a solid Pro Tools competitor in a mere 16 MB download: https://www.reaper.fm/ The installer fo…

For quality Reaper reviews on every update, The Reaper Blog [0] is most excellent and keeps me excited about the deluge of releases.

[0] https://www.youtube.com/@TheREAPERBlog

Re: Nullsoft, 1997-2004 (2004)

#87
post #86

For those who might not know: > With Nullsoft gone and Frankel spending his time building a special-effects computer for his electric guitar... I don't know what happened to the Jesusonic he was building then, but Justin Frankel ended up creating Reaper, the cross-platform Windows/Mac/Linux digital audio workstation that is a solid Pro Tools competitor in a mere 16 MB download: https://www.reaper.fm/ The installer fo…

For quality Reaper reviews on every update, The Reaper Blog [0] is most excellent and keeps me excited about the deluge of releases. [0] https://www.youtube.com/@TheREAPERBlog

They really should do an auto updater because it's almost like every time you launch Reaper you are nagged that there's a new version to download.

Re: Nullsoft, 1997-2004 (2004)

#89
post #72

Earlier quoted context omitted.

From my experience, it’s very rare to see someone not using Reaper for sound design. Some use Pro Tools or Cubase, but they aren’t as common as Reaper. It really has no competition due to how easy it is to prepare dozens of assets with a single render (all with correct naming and loudness) as well as extensions that add features no other DAW has (e.g. Global Sampler, stuff by LKC Tools, etc.). It’s not very good for…

I think now it seems clear you're talking about "sound effect design" specifically maybe, rather than sound design? Particularly because you say it's not good for music production, but plenty of us do sound design together with music product, but I've also never done sound effect design, which it does sound like you're talking about.

I’ve never heard of anyone making distinction between “sound design” and “sound effect design” in gamedev. I don’t know anything about cinema or other creative industries though, but my original post is only about video games.

Re: Nullsoft, 1997-2004 (2004)

#90
post #89

Earlier quoted context omitted.

I think now it seems clear you're talking about "sound effect design" specifically maybe, rather than sound design? Particularly because you say it's not good for music production, but plenty of us do sound design together with music product, but I've also never done sound effect design, which it does sound like you're talking about.

I’ve never heard of anyone making distinction between “sound design” and “sound effect design” in gamedev. I don’t know anything about cinema or other creative industries though, but my original post is only about video games.

> making distinction between “sound design” and “sound effect design” in gamedev

I think it's more because I come from the side of music production, "sound design" is something I do all the time, but for the purpose of music production. So maybe because I come from the other side, "sound design" makes it sound like you're talking about general sound design, the same stuff you'd do for music production and music in general, but considering the rest of your message, I think probably other's will easier understand you if you'd say "sound effect design" instead of just "sound design". Kind of like any programming is programming, but "demo scene programming" is a sub-niche of that.

No harm no foul, just thought I'd add some extra context for others who similarly got confused by it as me.

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