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Here's some ambient sounds I made


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#1 c0mputer-fr0d

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Posted 19 June 2015 - 12:24 AM

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http://www44.zippysh...DlKN8/file.html

 

if someone wants to use this in a mission let me know I'll make an actual thing out of it. Also if anyone actually likes this I will happy to do a full mission's worth of sounds and music but I would have to play a close to finished version of the map, or at least work with you during the map making process that would be cool too.


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#2 SeriousToni

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Posted 19 June 2015 - 07:14 AM

Sounds quiet nice, but a bit too short to really feel it.


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#3 Sotha

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Posted 19 June 2015 - 01:38 PM

I dunno... Hearing that on repeat would be unpleasant after two cycles or more.

 

I am incapable of producing any music, so I really don't know what I am talking about... But! Some ambients are timeless. Like the piano ambient (mansion_piano02a) in TDM. It gives the atmoshphere, but it doesn't get old if you listen to it for a long while. I guess the secret is the rather long delays between the identifiable instrumental sections.

 

Reverse engineering how mansion_piano02a has been put together and incorporating your sample using the same recipe... The end result would work like this:

1) ambient hum, like an air conditioning or drafty halls. Could be low steady level wind.

2) out from the ambient hum, section 00:00 - 00:05 of your sample fades in. "...Dingggg Donggg..." Then fades back into the ambient hum.

3) ambient hum drones on for some moments.

4) out from the ambient hum comes 00:05-00:15 of your sample, again it fades back into the ambient hum.

5) and so forth.

 

That would give the location some spooky, ethereal feel. Would probably not suit a mansion, but maybe a magically distorted cave complex filled with undead.


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#4 jaxa

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Posted 19 June 2015 - 02:50 PM

Sounds quiet nice, but a bit too short to really feel it.

I dunno... Hearing that on repeat would be unpleasant after two cycles or more.

It's a sample, and I think it sounds pretty good even if the volume is a little aggressive in the end.

 

Heck, make enough dope loops like this and they could be assembled in Audacity pretty easily to create a finished result (see "snd.crf/SFX" in your Thief 2 installation for more details).

 

Check these out (ordered by filesize):

 

Spoiler


Edited by jaxa, 19 June 2015 - 03:24 PM.


#5 Bikerdude

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Posted 19 June 2015 - 02:55 PM

I dunno... Hearing that on repeat would be unpleasant after two cycles or more.

If it was reduced in volume and another/more ambients added, it would work then I imagine. Kinda like how our existing ambients work.



#6 c0mputer-fr0d

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Posted 19 June 2015 - 05:10 PM

Alright I'll keep trying I got tons of stuff to try out it was only a really small demo. I guess it was kinda loud at the end it because it was a chord being played I will automate the volume on that part if I use it.


Edited by c0mputer-fr0d, 19 June 2015 - 05:19 PM.


#7 c0mputer-fr0d

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Posted 19 June 2015 - 07:02 PM

Any fm makers interested in working on a map together I can do some sound and come up with level design ideas. I would just love to be part of the map making process in someway. I remade the thing with cool layers on it now check it out

http://www60.zippysh...q78Hl/file.html


Edited by c0mputer-fr0d, 19 June 2015 - 07:36 PM.

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#8 jaxa

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Posted 19 June 2015 - 11:18 PM

Nice. There's something weird going on around 0:32-0:33, but I understand that it's just an example and not a finished piece.



#9 Bikerdude

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Posted 20 June 2015 - 02:59 AM

ah thats better, gives me the impression we are in a forest somewhere..





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