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These are called sausage files. This is exactly how professional sound libraries are formated.

Boom Library, Mattia Celotto, Rock the Speakerbox, Articulated Sounds, and plenty of other industry standard libraries are delivered like this.

You could use any industry standard sound library managers like, Soundly - free, SoundQ - free, Soundminer or Basehead - some of these even come with a free sound library - to easily select, drag and drop the part of the sausage files you want into your project. These files are also embedded with tons of useful metadata, which makes it even easier to scour for them in your database by searching keywords.

Even then, these aren't exactly supposed to be dragged and dropped into a project, obviously you could use them that way if you wanted, but this was made for people who would want to further develop their own sounds using these and other sound libraries' assets as building blocks.

Hope this helps you.

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Listen man, don't lose focus of your audience here. itch.io is a site for marketing to amateur game developers. Have you *tried* using your sounds in a game? You can't! Soundly and SoundQ don't strip silence on export, and silence around a sound effect fucks up the sound timing in the game. It's a huge time sink for amateurs to work with the sausage files as opposed to a big list of small files.

You, as a professional, *know* that most of your amateur gamedev audience here can make better art more easily with these sounds isolated to one file each. Are you going to gatekeep your work intentionally? Why?

Look at the other SFX packs on Itch, they're not doing sausage files. Of course users here will expect the same. I've been scouring itch.io for good sounds and yours are really, really good. I would pay for them if they were in a better format and I bet others would too.

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As a matter of fact, I did try using my sounds in a game, and I found them to be packaged in the most convenient way for me. Not only have I used my sounds - packaged in sausage files - in a game, but I also go through the effort of sausaging the files for sound libraries I buy that come with one sound variation per file.

Rarely, very rarely,  do I need each sound variation in its own file for my daily work. Throughout this year, the only times I needed the files to be separate were in two very specific instances where I had to batch render a bunch randomized layers. But I digress.

I'm not familiar with the entire process of solo deving and publishing, I’ve never done it myself, but I assumed that people would be comfortable with using specialized tools for each part of the creative process. For example, Unity for implementation, Aseprite for visuals, and Reaper - maybe coupled with FMod - for sounds.

Again, I packaged and delivered these sounds in the way I would find optimal if I were searching for sounds online. When I published this same library in Airwiggles no one mentioned the packaging. But this might be because it is a sound designer-specific community.

Even here, I’ve seen few comments about the packaging, and none with your passion. Some people have contacted me to show their finished games using my sounds, and they haven’t mentioned any difficulty with using these.

I’m glad you’re satisfied with the quality of the content. I’ll try to provide a more amateur-friendly packaging option in the future.