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Started April 28th, 2016 · 2 replies · Latest reply by Timbre 8 years, 6 months ago
Hello everyone I have some questions about a 'gray area', using multiple sounds to create derivative works.
I want to use 3 or 4 different, 1 to 2 second sound sections, from 3 or 4 different people, these would be used to generate a unique airplane engine sound, this new sound sample would then be used to render or generate 4 completely new sound effects, these would be.
Sound 1. Engine Idle
Sound 2. Pitch increase for acceleration
Sound 3. Maximum Engine RPM
Sound 4. Pitch decrease for deceleration
I would like to make many of these sound sets and sell them as in-game 'airplane engine sound replacements'. Basically these sounds would be digitally embedded into a small application, that would allow users of the game to demo the engine sounds, and if purchased, swap or replace the engine sounds inside their airplane.
The amount of time required the create these derivative sound effects can take between 3 to 5 hours.
So to clarify, these sounds would not be sold as sound effect samples, they would be sold as part of an in-game 'engine sound customizing application' that is programmed to replace the sounds in the owners airplane, the sounds in this small application would have no other use, other than to demonstrate the sounds to the potential buyer, or replace the engine sounds, inside their airplane.
So my 3 questions are.
1. Is it ok to sell these 'airplane engine sound replacement applications', as long as I credit/attribute
each person I used a sample from?
2. What licenses could I use to create these derivative works.
3. 'the gray area' does selling these 'airplane engine sound replacement applications' constitute as selling the sounds as stand alone samples.
Your help is very much appreciate.