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saxmeister

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About saxmeister

  • Rank
    Member
  • Birthday 05/08/1972

Contact Methods

  • Website URL
    http://www.myersmedia.net
  • Skype
    michaelrmyers

Profile Information

  • Gender
    Male
  • Location
    Marion, NC, USA
  1. Listening to them and hearing them over and over again you begin to notice things that you don't notice upon first listen. I think it's the right idea, but it seems overly loud and there is too much high-end of the sound. Go back and listen to Thief 2 and listen to the sounds of the sheathing (snds.crf/sfx/bj_begin.wav) and unsheathing (snds.crf/bj_end.wav) of the blackjack and you'll hear what I mean. It almost sounds like the Looking Glass team simply slid a microphone through a sock of some sort. It just sounds like dragging an item through cloth, and that's what makes it more realistic. Plus it doesn't sound so "sharp" and isn't as distracting when heard repeatedly and within the context of the game. Especially during the quiet moments! I can't remember what the blackjack sounds for TDM sound like now. I'll have to go back and give a listen...
  2. Beautiful work! You should open a shop for all things Thief!
  3. Hadn't done any Thief related voiceover work in a while but decided to throw some random selections from the "Pro Vocals" AI Character voiceover sample list into an audio file. Anything remotely like this you're looking for? http://www.myersmedi...ard_test_01.wav http://www.myersmedi...ard_test_01.ogg
  4. Too much volume is being thrown at the mic and you are overmodulating it and causing clipping. Between that and the mic that you are using it seems that's where the pops are coming from. You might also try moving the mic into a position where it doesn't pick up the nasal part of your voice as much. Try aiming the mic toward your chest and see if that helps. (Man, my first post on these forums in years! It's good to be back here.)
  5. Looks great! Sometimes the limitations force creativity that might not otherwise have reared its head. I love going back and playing the older games because the designers came up with such ingenious ways of making the games. This is yet another example of how to do that. I'm downloading it now to play!
  6. Are you wanting to do the voice acting yourself, or do you have someone picked out that can record the parts for you? If you want to do them yourself, I can recommend some good, cheap ways to record. But, if you are looking for someone to do the voiceovers for you let me know. I have a staple of a few people that includes some former Hollywood actors (although they cost), but some local actors that are really good and won't cost a dime. Let me know if you want to pursue this.
  7. Okay, I have included four to try. I tried to match the character's voice as much as I could although my voice is a bit deeper. But, hopefully it is close enough to not be distracting. darkmod_vox_nogrunt01.ogg darkmod_vox_nogrunt02.ogg darkmod_vox_nogrunt03.ogg darkmod_vox_nogrunt04.ogg
  8. Try this one on for size. If you need something more specific just send me a description. darkmod_sfx_crystal.ogg
  9. How about a non-intrusive "tone" that would let the user know that the action isn't working? Below are a few ideas (intentionally quiet so as not to disturb the player as much): darkmod_nodrop01.ogg darkmod_nodrop02.ogg darkmod_nodrop03.ogg If not we can create a typical "grunt" sound.
  10. A few weeks late, but here are some options: drink01 (WAV) drink02 (WAV) drink03 (WAV) I'll add a GASP sound for the breath potion soon....
  11. Greetings ShadowSneaker! Any way you could repost your work? All of the links seem to have expired. Thanks! -Sax
  12. Dram- Happy belated birthday! I was out of town and missed the original date but wanted to wish you a great birthday nonetheless....
  13. Is anyone else hiding behind the couch right now?
  14. Excellent job, guys! I am constantly amazed at the programming talents on this MOD.
  15. I haven't used Reason before but I understand the switch from Cubase. On the PC side of things I chose SONAR for its extensive MIDI capabilities. From what I've read about Reason creating soundbeds and ambient should be no problem. In fact, the nature of soundbeds and ambient tracks makes Reason a more probable choice due to its loop based approach and its wealth of virtual instruments. You should easily be able to recreate any "classic" synth sounds or any other synth based tracks with a little bit of ear work. Get to know what differentiates a sawtooth, a sine, triangle, and a noise wave. Getting to grips with these primary elements of a synth sound will get you to your first big step. Then some basics of subtractive synthesis will allow you to sculpt any of those original wave forms into the sound you want (plus some filtering and possibly some form of modulation such as FM or PWM). Patches are a good place to start but don't be afraid to "twiddle the knobs" to get the sound you want. That will get you the most unique sound instead of relying on the presets that others are already using for their compositions.
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