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Schatten

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Posts posted by Schatten

  1. 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.

  2. 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. :)

  3. 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.

  4. 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.

  5. 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!

  6. 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. :P

     

     

     

    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.

     

    are you Hinting to say the common people can share with the player footsteps?!!!!
    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. ;)

     

     

     

    Edit:

    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.
    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.
    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.
    Except if you should happen to have a different taste than oDDity, of course. :D
  7. 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. :)

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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

     

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  13. 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.

  14. 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.

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