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Standalone request: Machine sounds


Springheel

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There are several D3 machine sounds that we need to replace before going standalone:

  • cage_elevatordoor_close.wav -- simplen00b
  • cage_elevatordoor_open.wav -- simplen00b
  • cpu_m3_loop.wav -- simplen00b
  • d3dm5_generator_off.wav -- simplen00b
  • d3dm5_generator_on.wav -- simplen00b
  • elevator_moving_loop.wav
  • light_hum_102.wav -- simplen00b
  • loop_hum_01.wav
  • m3_loop.wav (same as cpu_m3_loop)
  • m3_start.wav simplen00b
  • m3_stop.wav simplen00b
  • sound/machinery/loop_machinery_03.wav simplen00b
  • sound/machinery/machines/loop_airpump_02.wav -- plasticman
  • sound/machinery/machines/loop_machinery_01.ogg -- simplen00b
  • sound/machinery/machines/loop_machinery_02.ogg -- simplen00b
  • sound/machinery/steamchuffs/steamchuff_01.ogg -- Springheel
  • sound/machinery/steamchuffs/steamchuff_02.ogg - Springheel

Here are some new ones:

 

* breakable_light_hum.wav simplen00b

* hh_door_movement_1.wav

 

* light_flicker_124.wav

* sound/ed/elevator/elev_end.wav

* sound/ed/elevator/elev_start.wav

* teleport_machine_idle.wav

*

 

Any takers?

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Have you tried looking on freesound? I don't know if it would help but I know they have plenty of royalty free sounds/music. I have used it a few times in the past. For example for the elevator door sounds I just did a quick search and found this

 

http://freesound.org...G/sounds/73118/

 

http://freesound.org/

Edited by TylerVocal
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Yeah, I get most of my stuff from freesound. It's a great resource.

 

If I have a sound CD - would it be legally to use them for this? Or do we need a license or something?

 

Depends on what license comes with the CD.

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Its an open source/creative commons multiplayer game. (www.tremulous.net)

 

It also has sound effects for steam. All of the sounds are of good sound quality... i.e. no crappy compression artifacts noticeable.

--- War does not decide who is right, war decides who is left.

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Check the license for it. If it's really creative commons, there are different variations; but the punchline is we'd just need to provide credit in the readme and only change them if the license allows it -- but if they're already good quality it's probably ok to take them as is anyway.

 

On that note, it might not be a bad idea to do a sweep of open source / creative commons games first & see how much we can get that way.

- Games Using CC Licensed Assets

- Finished Open Source Games (The "Free media" column tells us if the media is obtainable.)

- List of Open Source Games (The "Content License" column tells us what we can take.)

 

Edit: Also public service message (could go in the 1st post to save time, but you probably all know it anyway), to listen to the sounds:

(1) Doom3 sounds are collected in Doom3/base/pak003.pk4/sound (you open a pk4 file like a zip file), or

(2) you can listen to them through DR by making a speaker. Make an entity, darkmod/sound/speaker, select it, get into the Entity Inspector and highlight the s_shader, then you get the option to "Choose Sound" and you can start typing in the name & it will jump to the sound & you can play it there.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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What is Tremulous?

 

Tremulous is the predecessor of Natural Selection and the forefather of strategy FPS games in general. It's a very well known game, especially because it is 100% Free Software. But it has been more or less dead ever since the community split.

 

Its an open source/creative commons multiplayer game. (www.tremulous.net)

 

It also has sound effects for steam. All of the sounds are of good sound quality... i.e. no crappy compression artifacts noticeable.

 

There's also the "sequel" Unvanquished which might be work checking. All of their art stuff is CC-BY-SA as well, IIRC.

 

http://www.unvanquished.net/

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There are several D3 machine sounds that we need to replace before going standalone:

  • cage_elevatordoor_close.wav
  • cage_elevatordoor_open.wav
  • cpu_m3_loop.wav
  • d3dm5_generator_off.wav
  • d3dm5_generator_on.wav
  • elevator_moving_loop.wav
  • light_hum_102.wav
  • loop_hum_01.wav
  • m3_loop.wav
  • m3_start.wav
  • m3_stop.wav
  • sound/machinery/loop_machinery_03.wav
  • sound/machinery/machines/loop_airpump_02.wav
  • sound/machinery/machines/loop_machinery_01.ogg
  • sound/machinery/machines/loop_machinery_02.ogg
  • sound/machinery/steamchuffs/steamchuff_01.ogg
  • sound/machinery/steamchuffs/steamchuff_02.ogg
  • activate_airpump_02.wav

Any takers?

Is anyone doing this atm? if not I will.

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I'm working on replacing sounds here and there, though I'm focussing on impact sounds atm. If you want to sign up for some specific sounds at a time, that would probably be best and then I'll cross them out as they're completed.

 

Replacing sounds is certainly not as easy as it seems, and has been slow going for me. The new sound has to be applicable in the same way as the old...you can't replace a heavy, resonant metal clang with a medium clunk.

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I listened to the ss in DR, then did some searches on Freesound to find similar sounding stuff. Found some files that I thought had bits we could use (with some editing/tweaking/processing) for some of the shaders, namely cpu_m3; d3dm5 generator; elevator doors; and light_hum.

 

I'm happy to work with these and put time into them when I can (hoping to have some time off in a few weeks and give them some quality time then). I'll do a report back in a month or so on my progress - any good?

 

If you're interested, these are the files I bookmarked for the above ss. I'd be interested in whether anyone thinks I'm in the right ball park or miles out. :) : -

Replacing sounds is certainly not as easy as it seems, and has been slow going for me. The new sound has to be applicable in the same way as the old...you can't replace a heavy, resonant metal clang with a medium clunk.

After spending about 30 minutes trying to recreate a hum in Cool Edit and not getting there, that's quite reassuring to read. I assume the Attribution License allows editing/processing as long as we credit the source file - ??? :unsure: Also, on a technical note, does the length of each sound file need to be identical to the original, or just close?
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I think as long as it's close, that's okay. Looping sounds it's probably less important.

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  • I'm working on replacing sounds here and there, though I'm focussing on impact sounds atm. If you want to sign up for some specific sounds at a time, that would probably be best and then I'll cross them out as they're completed.
  • Replacing sounds is certainly not as easy as it seems, and has been slow going for me. The new sound has to be applicable in the same way as the old...you can't replace a heavy, resonant metal clang with a medium clunk.

 

Ah ok, but that said I have created sound from out own library for use in my missions and managed to get it to sound right, so will have a go etc.

 

  • If you're interested, these are the files I bookmarked for the above ss. I'd be interested in whether anyone thinks I'm in the right ball park or miles out.
  • I assume the Attribution License allows editing/processing as long as we credit the source file. Also, on a technical note, does the length of each sound file need to be identical to the original, or just close?

  • ta.
  • will have to have a look at the T/Cs

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Since this is the kind of work that could easily be handled by third party contributors, have you guys thought about posting a simple request on sites like TIGforums?

 

And one question, what's your general license used for artwork contributions? CC-BY-SA? NC? Or is the GPLv3 also covering artwork as well, ATM?

 

*EDIT

 

Nevermind, just checked the readme on the source package. CC-BY-NC-SA then.

Edited by zergrush
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I gave that airpump thingy a shot. It's actually a single ogg-file in doom, referenced by two items in springheel's list:

  • sound/machinery/machines/loop_airpump_02.wav <- file, *.ogg, but the engine is tolerant
  • activate_airpump_02.wav <- shader, pointing to a missing file and the one above

The original airpump is appr. 13 seconds long. That's long for looped boring machine sound and seems a waste of memory to me. So I made two versions, a long one (ca. 14 seconds) in case the original length matters, and a shorter one (4 seconds) that is just as fine looped. Both files work as seamless loops.

 

Will PM Springheel to provide a DL-Link.

 

...or fall asleep trying.

  • Like 3
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Thanks for the feedback. It's necessary because I spent a few hours tweaking the sound -- once you are used to it you miss the most obvious flaws.

 

I reworked it. Added a few sounds of decompressing air and tweaked the background noise -- a slightly downpitched cheap fan heater -- to sound less like an electric fan.

 

So my "second version" comes in two flavours:

Hope this sounds more like an airpump. :smile:

 

A few words to prevent confusion: Any sounds I contrubite are original work. I start with a microphone, not with the internet. I mentioned licensing because when I create something and put it on SoundCloud I legally publish my work -- they require me to choose a license. I opted for Creative Commons cc-by since this seemed to be the least restrictive.

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  • 3 weeks later...

Just FYI...we're trying to see how realistic it is to prepare a working, standalone version of TDM sometime this summer. The list of sounds above is just the very beginning...there are probably a hundred or more that need replacing. Any help would be appreciated.

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