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SFX Add-on for mappers / SFX requests


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#1 kyyrma

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Posted 29 November 2014 - 09:21 AM

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Having spent some time fiddling around with the audio side of mapping, I decided to compile a few sounds into a single package that can be used by other mappers. The amount of sound effects supplied with TDM is already very good, but a bit more variety can never hurt right?

These sound effects are edited from original recordings or Creative Commons 0 material and are free to use in any way you like.

Here you can see the full list of contents:

Attached File  sound_addon.jpg   140.11KB   29 downloads

To use these, simply download the sound add-on package and extract it into your root TDM folder. The files come with correct folder structure and a pre-made soundshader file. Keep in mind that if you use these in your FM you need to supply the files you have used and the .sndshd file alongside your mission - otherwise the players will not be able to hear the sounds.

I'm hoping to compile a second batch of SFX somewhere down to road, so if anyone has requests or feels that specific areas of TDM sound effects are lacking, post in this thread and I'll see what I can do.
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#2 Bikerdude

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Posted 01 December 2014 - 06:36 PM

A lot of those sounds are unique and good enough to be added to the core mod, and are the file/s spot on also.

Are all the sounds CC compatible..? as there are no credits in the shader def.



#3 kyyrma

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Posted 01 December 2014 - 06:54 PM

I tried to make sure all the material used is CC0, so no credit necessary, but I will do a double check in case you want to add this to the core.

#4 Bikerdude

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Posted 01 December 2014 - 08:39 PM

Ta also don't forget to put your name in the shader def.

#5 kyyrma

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Posted 04 December 2014 - 11:57 AM

I noticed OrbWeaver talking about the weak water stepping sounds, so I decided to try something out. Give these a listen:

movement_water_01.ogg
movement_water_02.ogg
movement_water_03.ogg
movement_water_04.ogg

I tried to eliminate the sharp splashes and make it more of a wading sound. I'm not entirely satisfied with the result though.

Edited by kyyrma, 04 December 2014 - 12:08 PM.


#6 Bikerdude

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Posted 04 December 2014 - 12:07 PM

I think he wants much lighter water based footsteps...

#7 kyyrma

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Posted 04 December 2014 - 12:14 PM

I think he wants much lighter water based footsteps...


I see :D

Way for me to misunderstand the point...

#8 OrbWeaver

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Posted 04 December 2014 - 12:28 PM

I was thinking of the very shallow water (e.g. for puddles), which do indeed need to be made much lighter and shorter (IMO). However, Kyyrma's ones might be an improvement for the wading sounds that occur in slightly deeper water.

#9 kyyrma

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Posted 04 December 2014 - 12:43 PM

These more like it?

shallow_puddle_01.ogg
shallow_puddle_02.ogg
shallow_puddle_03.ogg
shallow_puddle_04.ogg
shallow_puddle_05.ogg
shallow_puddle_06.ogg

#10 OrbWeaver

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Posted 04 December 2014 - 02:57 PM

Getting there, although to my ears those are perhaps slightly too tinny. They remind me more of spitting out the mouthwash at the dentist's than walking through a puddle.

Here are some test recordings I made in my bathroom. Unfortunately there is way too much background noise to make these usable, but these are in my opinion close to what we should be looking for.

#11 kyyrma

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Posted 04 December 2014 - 03:32 PM

Getting there, although to my ears those are perhaps slightly too tinny. They remind me more of spitting out the mouthwash at the dentist's than walking through a puddle.

Here are some test recordings I made in my bathroom. Unfortunately there is way too much background noise to make these usable, but these are in my opinion close to what we should be looking for.


They are quite close to the ones I posted above, but I do see what you mean... I'll keep on working on this.

#12 Bikerdude

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Posted 04 December 2014 - 03:40 PM

Only difference I can hear between Kyyrma's and orbs are sample rate and volume.

#13 Springheel

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Posted 19 March 2015 - 08:00 PM

Anyone fancy making some wooden ladder climbing sounds?  I've been struggling all day to come up with something half-decent and I don't like anything I've come up with.



#14 demagogue

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Posted 09 April 2015 - 06:12 AM

I remember watching those behind-the-scenes videos and being amazed at the lengths foley artists go to for sounds to sound right ... and they usually don't have much to do with the original thing.

 

Edit: Heh, should have noticed I'm responding to a month-and-a-half old post.


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#15 Anderson

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Posted 25 September 2016 - 01:54 PM

I think its hilarious how hes still going on about Japan. Im sorry, is this 1988?

Who he?

You are vague.


 "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

 

 

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

 


#16 Obsttorte

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Posted 02 October 2016 - 09:04 AM

Anyone fancy making some wooden ladder climbing sounds?  I've been struggling all day to come up with something half-decent and I don't like anything I've come up with.

Is this still needed?

 

Do you mean something like this? https://www.freesoun.../sounds/250020/


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#17 Springheel

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Posted 02 October 2016 - 10:02 AM

I did come up with something passable eventually.



#18 Obsttorte

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Posted 02 October 2016 - 11:13 AM

Cool :)


FM's: Builder Roads, Old Habits, Old Habits Rebuild
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#19 Bikerdude

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Posted 02 October 2016 - 12:05 PM

I did come up with something passable eventually.

Do you still need these leaf foot steps sounds...?



#20 Bikerdude

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Posted 02 October 2016 - 12:43 PM

Do you still need these leaf foot steps sounds...?

Here are some very rough ones I did outside on the few leaves I could find. The qaulity isn't perfect as I had to apply a noise filter in Audacity.

 

- https://soundcloud.c...leaves-on-stone

 

- https://soundcloud.c...e/leaves-sparce

 

If either one is ok, I can slice them up for you etc.



#21 Springheel

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Posted 02 October 2016 - 03:57 PM

I think the biggest problem with the current ones is that the sounds are too long...they keep playing for a second after you've stopped walking.



#22 Bikerdude

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Posted 02 October 2016 - 04:29 PM

ive looked all the foliag foot sounds and they are all roughly 0.5s long, so if the sounds are play beyond the the actual foot step then its a engine issue.

 

@Gman/Steve, where do we check when the sound is being played as the player places a foot on the ground..?



#23 Bikerdude

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Posted 07 December 2016 - 02:18 PM

To use these, simply download the sound add-on package and extract it into your root TDM folder.

Link broken



#24 Dragofer

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Posted 07 December 2016 - 02:41 PM

Link broken

 

Here it is:

https://www.dropbox....ma_sfx.pk4?dl=0


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#25 grayman

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Posted 07 December 2016 - 03:17 PM

ive looked all the falling foot sounds and they are all roughly 0.5s long, so if the sounds are played beyond the the actual foot step then its a engine issue.

 

@Gman/Steve, where do we check when the sound is being played as the player places a foot on the ground..?

 

Sorry, I just stumbled across this question now ...

 

It's handled in the source code for the player: void idPlayer::PlayFootStepSound().





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