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Posts posted by Schatten
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Heya pak, nice to see you around. How are you doing in down under so far?
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Added sword sounds
Added melee weapon impact on water
Added claw impact on flesh
Updated pin sounds
Updated arrow swooshs
Added a generic placeholder sound which can be used to pinpoint missing sounds/shaders
\sound\meta\game\jorge.ogg
Shader: jorge
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Bump. I've updated the big list along with the new pin sounds.
As for the loose metal ladder/helmet thing, I guess we'll need a special material for those if we want to use the new sounds.
I'd appreciate it if this thread would be used for requests and notices of implementation henceforth. I'll announce shader updates and sound uploads there as well from now, and it helps me keeping things together.
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I've comitted the new sounds to the repository, and added the sounds for failing to pick a pin as well as using the wrong pick on a tumbler.
The two new shaders are "lockpick_pin_fail" and "lockpick_pin_wrong".
sparhawk, you'll probably want the new sound lengths for timing:
pin_01: 742 ms pin_02: 417 ms pin_03: 696 ms pin_04: 1207 ms pin_05: 510 ms pin_06: 789 ms pin_07: 696 ms pin_08: 1067 ms pin_09: 1903 ms pin_10: 789 ms pin_11: 742 ms pin_12: 882 ms pin_13: 1439 ms pin_14: 1021 ms
I also updated the success sound, because the old one sounded a bit like the sledge of a gun.
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Updated with the new sounds. Coders, please report here after you used a new shader, so I can check them off.
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Ok, I've FINALY uploaded a bunch of comp-music's sounds and made shaders for them. They aren't volume tweaked yet, that's on the to-do list. I've wanted to do this way earlier, but got distracted by a nice pair of boobs.
Anyway, here goes:
New shaders that need implementation:
blackjack_hit_metal
blackjack_hit_wood
blackjack_hit_flesh
blackjack_hit_helmet
water_medium_running
water_drops_01
water_hit_by_small_object
water_hit_by_medium_object
water_hit_by_large_object
The water_hit shaders should replace the old shader in use - I think it's "splash_long_01"
climb_ladder_metal_loose
climb_rope_hemp
arrow_water_impact
Not sure which shader is currently used for this, but this new one should replace the old
arrow_broadhead_flesh
arrow_rope_deploy
I think the broadhead impacts are currently used, needs to be changed to this
frob_faucet
frob_lever_metal_large_01
frob_lever_metal_large_02
frob_lever_metal_small_01
Updated, but not needing new implememntation:
arrow_swoosh
arrow_fire_hit
arrow_broadhead_break
arrow_gas_impact
Next, I'll take a look at the sword sounds.
comp-music, you've been super productive, and your sounds are top-notch quality. I'm really glad we have you on board.
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Further updated the list.
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God bless the weekend, I finaly got around to do something.
comp-music, the water sounds are lovely, very well done. Also thanks for the re-upload of the arrow sounds. I'm really sorry about not updating the list, but I've been focusing on the request list - which I'll update today.
sparhawk, you can post requests in the open sticky thread here.
I'm sorry about the confusion with the stickies. I want to finish the request list first before working on the finished sound list.
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Ok, I've added a chunk of the "Tools" section.
comp-music, if we're moving to slow for you: If you have a specific sound in mind you want to make, but which isn't covered by the list yet - feel free to ask here if we have need for such a sound.
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comp-music, I really like you enthusiasm, but unfortunately I can not devote as much time to the mod as I want. My work is very demanding at the moment, so when I come home and ate something it's often around 8 pm - and from time to time I just like to look at something other than a monitor in the remaining hours.
A work plan is exactly what we're working on at the moment: The request list. I'm working on expanding it.
I've downloaded the new BJ sounds and will put them up after reviewing them. In the meantime, could you re-upload your arrow sounds so I can complete the "projectile" section of the list? That would be a great help!
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No, I think he means making it. (Spider-porn anyone? )
http://pharyngula.org/index/weblog/comment...der_kama_sutra/
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Ok, I've commited comp-music's grass footsteps and ladder sounds to SVN. Especially the grass footsteps sound great in-game.
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oDDity, I have to disagree that musical ambience in games is much different from a film score. I would say that viewing a good movie is also an activity for the audience (at the very least for their brains), although games obviously provide a greater level of involvement.
In both cases, musical score a tool to enhance a mood or emotion, used to overcome the distance or separation created by each mediums interface. The same is done visually with lighting or positioning of the camera in movies, and sometimes in games, too. I'm not a modeler, but I would imagine that you use similar tools when you're setting up a scene for a model shot.
I however fully agree that it should be up to the player if he or she wishes to have ambient music, and think a seperate slider for it should be implemented, like Springheel said.
On the topic of how intrusive ambient music should be, I'll quote Brian Eno:
Ambient Music must be able to accommodate many levels of listening attention without enforcing one in particular; it must be as ignorable as it is interesting.I'll be the first to admit that I've not followed this rule with a lot of tracks I submitted here - that's mainly because I'm not good with melodies, so I constantly try and try again.
And to get back on the original topic of this thread: I'm sorry for the loss of momentum, but recently work leaves me pretty much wrecked for the rest of the day. However, I have my tools laid out and got SVN for the sound folder working (thanks greebo) - next thing I'll do is to give comp-music's submissions a proper rehearsal and then commit them. I've also extracted Doom 3's sound files and briefly browsed through them, there are quite a few sounds we can make use of. I'll sort the good ones out and then complete the list of requested/required sounds.
Yes. Of course, different sets for each would be a lot better, but there are other sounds that need to be done as well. We can not put in all the little extras until we have the core set of SFX done. You have to bake the cake first before you can put the cherries on top of it.are you Hinting to say the common people can share with the player footsteps?!!!!Edit:
This is very subjective, but for me the clash of the breakbeat and synths to the setting mirrored the clash of medieval zeitgeist and victorian/steampunk design and technology.I've never understood what those progressive funk and techno tracks had to do with medieval cathedrals. Music like that simply didn't exist in those days, and doesn't evoke anything for me, expect generic creepiness which would fit any scary movie or game.
Except if you should happen to have a different taste than oDDity, of course.The only reason you think different, is because they came with the game, you liked the game, so you associate them with a game you liked. -
Most points have already been made, so I'll just sum up:
- If the sound is recorded at maximum, we can adjust it to the optimal volume without quality loss
- The footsteps need to be slightly louder than it would be realistic, because they convey game information to the player. What material I'm walking on, how loud is this material, etc.
- Some AI will share the footstep sounds, and common people usually don't sneak around
Also, keep in mind that the volume we are hearing isn't the same the AI is hearing - for them, it arrives as a number set in a def file. I could define it so that the sound of an explosion that busts the player's ear-drums would sound no louder than the fart of a mouse to them.
That said, I must say that LGS overdid it in the classic Thief games with Garrett's tap-dancing shoes.
comp-music, I understand your concern and I'm sure most people here wouldn't like a KLONK KLONK-ing Thief, myself included.
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Huh, do I really have to explicitly rule out the trivial cases?
I thought I shared this forum with SPARTAAAA MEN.
Tsk!
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Hey guys, we can compromise on Σ(A(m,n))
Maths - everyone gets pleased!™
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I think I can help with this. When I changed the .gui file for the main menu for the longer version of the song, I noticed this effect, too. I noticed that it played through completely after it has been cut off and restarted - what happened: in the definition for the credits screen a timer reset on 90000 was defined. For some reason it triggered the music reset, even if you didn't click the credits. I got rid of the effect by including the time reset into an if-condition that is only true when credits has been actively clicked.
I'm not sure if the change got merged in, I'll check the code at home.
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I've downloaded the sounds and will listen to them when I'm home. Спасибо, comp-music.
You guys make me jealous - my studio consists of an Aldi PC with cheap on-board sound and a pair of headphones.
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Replying to this thread is fine, I think it will be useful for SFX creators to announce interest in creating sounds (to avoid having two people working on the same thing) or other people to post requests.
I'll definitely go through the D3 stock sounds and look for usable stuff, just now I thought creating a list of "what are we needing" would be handy to get an overview.
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Just so nobody wonders, I'm editing the stickies in this forum a bit. I've added (a yet incomplete) list of pending requests and merged the naming conventions with the masterplan thread to avoid confusion by redundant information.
I'll expand the list of requests during the next days. Once a sound of this list is finished, I'll move it to either the SFX or Ambient sticky.
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I've merged this sticky with the one for sound folder and naming conventions.
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Comperative Sound List
This list contains pending requests and other status information on SFX. The proposed file name for each is given, but without iteration or loop appendix. SFX creators should feel free to create variations of each sound - variatio delectat.
If you notice a needed sound that is not listed, or if you want to request a sound, this is the place. If you want to create a sound, announce it here before starting on it.
Generic Object Interaction
Default
The idea of this section is to provide sounds for anything that doesn't make a very special sound. If done well, these could provide interaction sounds for a large number of objects. Variations of each sound would probably be a good idea. If a certain type of sound is not listed under the specific material section, the default sounds apply. I have included metal and wood as extra target materials since they produce a very distinctive sound. Other hard target materials such as stone, marble, gravel and soft materials like grass and fabric have very similar sound properties, and are covered by the "hard" and "soft" characteristic respectively. I've also omitted hit (impact) sounds for small objects, since they are very similar to the scraping/clattering variants.
mat_hard_small_over_soft.ogg
A small, hard object falling on/tumbling over soft ground
Status: Not done yet
mat_hard_small_over_hard.ogg
A small, hard object falling on/clattering over hard ground
Status: Not done yet
mat_hard_small_over_metal.ogg
A small, hard object falling on/clattering over metal floor
Status: Not done yet
mat_hard_small_over_wood.ogg
A small, hard object falling on/clattering over wooden floor
Status: Not done yet
mat_hard_large_hit_soft.ogg
A large, hard object falls on soft ground
Status: Not done yet
mat_hard_large_hit_hard.ogg
A large, hard object falls on hard ground
Status: Not done yet
mat_hard_large_hit_metal.ogg
A large, hard object falls on metal floor
Status: Not done yet
mat_hard_large_hit_wood.ogg
A large, hard object falls on wooden floor
Status: Not done yet
mat_hard_large_over_soft.ogg
A large, hard object scraping over soft ground
Needs to loop
Status: Not done yet
(mat_hard_large_over_hard.ogg - I don't include this as a generic sound, because large objects create very distinctive sounds depending on material)
mat_soft_small_over_hard.ogg
A small, soft object falling on/thudding over hard ground
Status: Not done yet
mat_soft_small_over_soft.ogg
A small, soft object falling on/thudding over soft ground
Status: Not done yet
mat_soft_small_over_metal.ogg
A small, soft object falling on/thudding over metal floor
Status: Not done yet
mat_soft_small_over_wood.ogg
A small, soft object falling on/thudding over wooden floor
Status: Not done yet
(mat_soft_large_over_soft.ogg - mat_hard_large_over_soft.ogg can be used, since this applies mainly to heavy objects)
(mat_soft_large_over_hard.ogg - mat_hard_large_over_soft.ogg can be used, should sound very similar)
mat_large_hit_water.ogg
A large object falling into water
Shader: water_hit_by_large_object
Status: Updated, needs implementation
mat_medium_hit_water.ogg
A medium sized object falling into water
Shader: water_hit_by_medium_object
Status: Needs implementation
mat_small_hit_water.ogg
A small object falling into water
Shader: water_hit_by_small_object
Status: Needs implementation
mat_water_small_hit_water.ogg
A small stream of water hits a water surface (small fountain)
Needs to loop
Status: Not done yet
mat_water_medium_hit_water.ogg
A medium stream of water hits a water surface (bigger fountain, a small waterfall)
Needs to loop
Status: Not done yet
mat_water_large_hit_water.ogg
A waterfall
Needs to loop
Status: Not done yet
mat_water_small_running.ogg
A small stream of water running
Needs to loop
Status: Not done yet
mat_water_medium_running.ogg
A medium stream of water running, a small river
Needs to loop
Shader: water_medium_running
Status: Needs implementation
mat_water_large_running.ogg
A big river flows by
Needs to loop
Status: Not done yet
mat_water_dripping.ogg
Water dripping
Needs to loop
Shader: water_drops_01
Status: Needs implementation
Wood
mat_wood_plank_hit_hard.ogg
A wooden plank, broomstick falling on hard ground
Status: Not done yet
mat_wood_plank_hit_soft.ogg
A wooden plank, broomstick falling on soft ground
Status: Not done yet
mat_wood_hollow_hit_hard.ogg
A crate falling on hard ground
Status: Not done yet
mat_wood_hollow_hit_metal.ogg
A crate falling on metal floor
Status: Not done yet
mat_wood_hollow_hit_wood.ogg
A crate falling on wooden floor
Status: Not done yet
mat_wood_hollow_hit_soft.ogg
A crate falling on soft ground
Status: Not done yet
mat_wood_large_over_hard.ogg
A large wooden object screeching over hard floor (a chair pushed over marble, for example)
Needs to loop
Status: Not done yet
mat_wood_large_damaged.ogg
(material_wood_impact)
Furniture, a wooden door, a crate recieving damage
Status: Needs renaming
mat_wood_large_destroyed.ogg
(material_wood_destroyed)
Furniture, a wooden door, a crate is destroyed
Status: Needs renaming
Metal
mat_metal_small_over_hard.ogg
A metal rod, candlestick, cup falling on/tingling over hard ground
Status: Not done yet
mat_metal_large_over_metal.ogg
A metal crate, chair or table screeching over metal floor
Needs to loop
Status: Not done yet
mat_metal_large_damaged.ogg
Large metal object being hit with a melee weapon
Status: Not done yet
mat_metal_large_destroyed.ogg
Large metal object falling apart
Status: Not done yet
Glass
Can be used for ceramic objects, too
mat_glass_small_over_hard.ogg
A bottle, cup or vase falling on/tingling over hard ground
Status: Not done yet
mat_glass_small_over_soft.ogg
A bottle, cup or vase falling on/tingling over soft ground
Status: Not done yet
mat_glass_large_hit_hard.ogg
A big vase tumbling over
Status: Not done yet
mat_glass_large_over_hard.ogg
A big vase being pushed over a hard floor
Status: Not done yet
mat_glass_large_over_soft.ogg
A big vase being pushed over a soft floor
Status: Not done yet
mat_glass_large_destroyed.ogg
(material_glass_destroyed)
A window or large brittle object is destroyed
Status: Needs renaming
mat_glass_small_destroyed.ogg
A small bottle or cup is destroyed
Status: Not done yet
Climbing
climb_rope_hemp.ogg
The creaking of a rope being climbed
Needs some varieties
Shader: climb_rope_hemp
Status: Done
climb_ladder_metal_loose.ogg
A worn out, old metal ladder with loose steps
Shader: climb_ladder_metal_loose
Status: Needs implementation
climb_wall_vine.ogg
Rustling and creaking, maybe some snapping of vine being climbed
Needs some varieties
Status: Not done yet
climb_wall_solid.ogg
The pat-pat of hands and feet
Needs some varieties
Status: Not done yet
climb_wall_brittle.ogg
Small pebbles falling, the pat-pat of hands and feet
Needs some varieties
Status: Not done yet
climb_pole_metal.ogg
The hand-over-hand sound plus the hollow ring of a metal pipe
Needs some varieties
Status: Not done yet
Tool Sounds
Food
food_drink_small.ogg
Gulping down a potion
Status: Not done yet
food_drink_large.ogg
Gulping down a larger drink
Lower priority
Status: Not done yet
food_eat_soft.ogg
Bite and eat soft food (Bread, Meat)
Status: Not done yet
food_eat_crunchy.ogg
Bite and eat crunchy food (Apples, Cucumber)
Status: Not done yet
food_impact_soft.ogg
Splortch!
Lower priority
Status: Not done yet
Magic
spell_gen_cast.ogg
Not voice, but the sound effect of the spell manifesting
Status: Not done yet
spell_gen_flight.ogg
The spell/a magic projectile in flight
Status: Not done yet
spell_gen_impact.ogg
The spell/a magic projectile impact
Status: Not done yet
(possibly varieties or different SFX for the respective type of magic that is cast. Lower priority)
Melee
club_metal_sheath.ogg
Large metal club or hammer is attached to the weapon belt
Status: Not done yet
club_metal_unsheath.ogg
Large metal club or hammer is detached from the weapon belt
Status: Not done yet
club_metal_swing.ogg
Large metal club or hammer swooping through the air
Needs some varieties
Status: Not done yet
club_metal_impact.ogg
The beautiful, distinct sound of flesh splatting, bone crushing and gore splatting
Needs some varieties
We can possibly use the generic impact sounds of a large metal object for hammers and clubs hitting something other than flesh
Status: Not done yet
club_wood_impact.ogg
The Klunk! of wooden clubs and makeshift weapons
Needs some varieties
Status: Not done yet
(Swing sounds of the metal variant can be used for a wooden club)
blackjack_hit_head.ogg
Blackjack hitting a bare head/flesh
Shader: blackjack_hit_flesh
Status: Done
blackjack_hit_helmet.ogg
Blackjack hitting a helmet
Shader: blackjack_hit_helmet
Status: Done
blackjack_hit_wood.ogg
Blackjack hitting wood
Shader: blackjack_hit_wood
Status: Done
blackjack_hit_metal.ogg
Blackjack hitting metal
Shader: blackjack_hit_metal
Status: Needs implementation
sword_hit_wood.ogg
Sword hitting wood
Shader: sword_hit_wood
Status: Done
sword_hit_metal.ogg
Sword hitting metal/stone/hard material
Shader: sword_hit_meal
Status: Done
sword_hit_flesh.ogg
Sword hitting flesh
Shader: sword_hit_flesh
Status: Done
claw_hit_flesh.ogg
A claw ripping through flesh
Shader: claw_hit_flesh
Status: Needs implementation
melee_hit_water.ogg
A weapon impacts in water
Shader: melee_hit_water
Status: Done
arrow_flight.ogg
Arrow swoosh
Shader: arrow_swoosh
Status: Done
arrow_broadhead_wood.ogg
Broadhead arrow impacts on wood
Shader: arrow_broadhead_wood
Status: Done
arrow_broadhead_break.ogg
Broadhead arrow impacts and breaks
Shader: arrow_broadhead_break
Status: Done
arrow_broadhead_flesh.ogg
Broadhead arrow impacts into soft, yielding flesh
Shader: arrow_broadhead_flesh
Status: Done
arrow_rope_deploy.ogg
Rope arrow sticks and deploy
Shader: arrow_rope_deploy
Status: Done
arrow_fire_impact.ogg
Fire arrow impact
Shader: arrow_fire_hit
Status: Done
arrow_gas_impact.ogg
Gas hissing
Shader: arrow_gas_imapct
Status: Done
arrow_water_impact.ogg
Water splashing
Shader: arrow_gas_imapct
Status: Done
Misc
flashbomb_arm.ogg
Short click when activating the flashbomb
Status: Look up in stock sounds
flashbomb_throw.ogg
The swoosh of the thrown flashbomb
Status: Look up in stock sounds
flashbomb_impact.ogg
The flashbomb sound. Ka-fshump.
Maybe some varieties, probably in pitch
Status: Not done yet
mine_arm.ogg
A short, mechanical sound. Gears whirling, a spring winding up.
Status: Not done yet
mine_disarm.ogg
Mechanical, but relaxive sound.
Status: Not done yet
mine_explode.ogg
Boom.
Needs some varieties
Status: Look up in stock sounds
Locks
pin.ogg
Pin click
14 varieties
Shader: lockpick_pin_01 - lockpick_pin_14
Status: Done
pin_fail.ogg
The player messed up picking a tumbler
Shader: lockpick_pin_fail
Status: Needs implementation
pin_wrong_pick.ogg
The lock can not be picked or is already open or a wrong pick is used
Shader: lockpick_pin_wrong
Status: Needs implementation
key_wrong.ogg
Wrong key used on a lock
Could use some varieties
Status: Not done yet
Object Sounds
Furniture
sink_faucet.ogg
Running water from a kitchen sink faucet
Shader: frob_faucet
Status: Needs implementation
Levers, switches and buttons
lever_metal_large.ogg
A large metal lever, with cogs and mechanics sounding
Shader: frob_lever_metal_large_01, frob_lever_metal_large_02
Status: Needs implementation
lever_metal_small.ogg
A small metal lever, gears clicking
Shader: frob_lever_metal_small_01
Status: Needs implementation
Doors
portcullis_iron_start.ogg
An iron portcullis starts to ascend or descend
Status: Not done yet
portcullis_iron_move.ogg
An iron portcullis moves up or down, chains clinking
Needs to loop
Status: Not done yet
portcullis_iron_stop.ogg
An iron portcullis stopps, clanging
Status: Not done yet
door_wood_normal_spinny_open.ogg
(door_open)
Status: Needs renaming
door_wood_normal_spinny_close.ogg
(door_shut)
Needs some varieties
Status: Needs renaming
door_wood_normal_spinny_locked.ogg
A normal sized, wooden door is tried to open, but it's locked
Needs some varieties
Status: Not done yet
door_wood_old_normal_spinny_open.ogg
A creaky, wooden door is opened
Needs some varieties
Status: Not done yet
door_wood_old_normal_spinny_close.ogg
A creaky, wooden door is closed
Needs some varieties
Status: Not done yet
door_wood_big_spinny_open.ogg
A big, wooden door is opened
Needs some varieties
Status: Not done yet
door_wood_big_spinny_close.ogg
A big, wooden door is being closed
Needs some varieties
Status: Needs renaming
door_wood_big_spinny_locked.ogg
A big, wooden door is tried to open, but it's locked
Needs some varieties
Status: Not done yet
door_wood_normal_slidey_open.ogg
A normal sized, wood door is slid open
Needs some varieties
Status: Not done yet
door_wood_normal_slidey_shut.ogg
A normal sized, wood door is slid close
Needs some varieties
Status: Not done yet
(door_wood_normal_slidey_locked.ogg - locked sound for spinny door can be used)
door_metal_normal_spinny_open.ogg
A normal sized, metal door is being opened
Needs some varieties
Status: Not done yet
door_metal_normal_spinny_shut.ogg
A normal sized, metal door is being closed
Needs some varieties
Status: Not done yet
door_metal_normal_spinny_locked.ogg
A normal sized, locked metal door is tried
Needs some varieties
Status: Not done yet
door_metal_normal_slidey_open.ogg
A normal sized, metal door is slid open
Needs some varieties
Status: Not done yet
door_metal_normal_slidey_shut.ogg
A normal sized, metal door is slid close
Needs some varieties
Status: Not done yet
(door_metal_normal_slidey_locked.ogg - locked sound for spinny door can be used)
door_stone_normal_slidey_start.ogg
(rock_door_start)
A normal sized, stone door is starting to slide open
Status: Needs renaming, needs shader
door_stone_normal_slidey_move.ogg
(rock_door_loop)
A normal sized, stone door is sliding
Status: Needs renaming, needs shader
door_stone_normal_slidey_stop.ogg
(rock_door_stop)
A normal sized, stone door is stopping
Status: Needs renaming, needs shader
door_stone_big_slidey_start.ogg
(large_rock_start)
A big stone door is starting to slide open
Status: Needs renaming, needs shader
door_stone_big_slidey_move.ogg
(large_rock_loop)
A big stone door is sliding
Status: Needs renaming, needs shader
door_stone_big_slidey_stop.ogg
(large_rock_stop)
A big stone door is stopping
Status: Needs renaming, needs shader
window_normal_slidey_open.ogg
A window is slid open
Status: Not done yet
window_normal_slidey_close.ogg
A window is slid shut
Status: Not done yet
window_normal_spinny_open.ogg
A window is opened
Status: Not done yet
window_normal_spinny_close.ogg
A window is shut
Status: Not done yet
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The first week of Spring term just ended & I'm taking lessons from Dr. Harchanko, the expert in electronic/digital music. I'm also taking a graduate level electronic music course so the class will do a lot of field recordings and general foley stuff.
So my first task for my comp lessons is to have a list of sound effects (production list) to work on. I'll start with belcher sfx:
- the belch (of course, maybe a a few varieties)
- sight/alarm
- idle - content (maybe like a purring cat) & other idle variations
- footsteps?
- bite/jump attack + variations
Anything else?
Nice! List looks good, I'd probably add interaction sounds: Pain, dying, grunts for Belchers meeting each other.
- the belch (of course, maybe a a few varieties)
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Ok, I finaly listened to the stone and the grass footsteps. There's no room on them, which is very good - but they're really quiet. I fear they might drown in the other game sounds - comp-music, are the source files louder? I could amplify them of course, but that would probably result in hissing.
Creations. =)
in Off-Topic
Posted
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