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kyyrma

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Posts posted by kyyrma

  1. Wow that's really awesome how easy it seems to make a nice ambient track now - especially after listening to the great demo songs you've put up here! :)

     

    On a sidenode, this link doesn't work:

    2. Copy that over to a new track three times and then close the remaining bell sound track. The result should look somewhat like this picture.

     

    Thanks, glad to hear it! I'm still very much learning myself, so I'm hoping I can make the guide a bit more clearer in the future :)

     

    I fixed the link, thanks for pointing that out.

    • Like 1
  2. I'm working on writing a description of my workflow in Audacity.

     

    I only have so much time to work on this, so I decided to dump a rough draft here. Once it's finished I'll make it a separate thread, but maybe Sotha can get something out from this already:

     

     

     

    Composing Ambient Sound for Dummies

    v. 0.1 - A Wall of Text for Sotha Edition

     

    This guide describes my method for creating ambient sound without any prior musical or audio knowledge. It will be fleshed out as I learn more about the process - feel free to add your own comments and suggestions in the thread.

     

    What tools do you need to create an ambient?

    • Audacity (Free: Win/Mac/Linux)
    • Freesound.org (Requires free sign-up)
    • A good pair of headphones
    • 2-3 hours of free time

    This tutorial assumes that you have at least some prior knowledge of Audacity.

     

    With these simple tools and a bit of patience you too can produce a piece of ambient audio with relative ease. Just don't expect to become Eric Brosius overnight.

     

    Gathering samples

     

    The first part of your process is deciding what type of sound you want to make. Do you want something completely abstract or maybe slightly rhytmic? Will the sound be used indoors or outdoors? What type of space and mood is it supposed to convey?

     

    For the purpose of this tutorial, let's pick the following keywords and themes:

    • Cemetary
    • Outdoors
    • Horror

    Once we have our preliminary themes set, let's get started on picking our samples. The samples you will be using belong roughly to two categories: Longer samples, that will be used to create the main ambient, and shorter samples that will be layered on top to stop the ambient from becoming too monotonous.

     

    Let's choose a longer sample for the base ambient first. As we are talking about an outdoors area, a recording of the wind howling seems like a good starting point.

    Go to freesound.org and search for "wind howl" - after you've searched for the keyword, make sure you filter the results by the "Creative Commons 0" license by using the menu on the right hand side. This means you are free to do whatever you wish with the audio files without any copyright issues.

     

    Now listen to some of the samples available to you. For your base ambient you want to pick a recording that has some melody or variance to it: changes in pitch and frequency will keep your ambient from becoming just a single flat note.

     

    For our cemetary example I picked the following recording of an electric pole under stress from the wind. Let's add that sound to our project: Simply drag and drop the file into your open Audacity window, and the audio clip will be opened into your project. Once we have our first audio track in place, it's time to start experimenting how we can create an ambient out of it.

     

    Adding effects

     

    Audacity has a handful of simple but powerful effects that can be used to create more abstract ambient audio from your sample. Here is a short run-through of the most imporant ones found in the Effects drop-down menu on the top bar:

    • Fade in / Fade out: Used to smooth the transition to and from a sound effect. Use these to avoid clicks or sudden spikes when layering audio samples on top of each other.
    • Echo: Exactly what it says on the tin - adds an echo effect with your specified delay.
    • Noise Removal: Used to remove noise from low-quality recordings, but can be used to achieve all sorts of effects. Select an element you'd like removed from the track by highlighting it in Audacity, open Noise Removal and choose "Get noise profile." Next highlight the part of the track you want that element to be removed from and execute the effect. Experimenting with this effect can produce interesting changes in your audio tracks.
    • Repeat: Can be used to loop a highlighted part of the track multiple times.
    • Change Tempo / Speed / Pitch: These three effects are your main tools in modifying the audio samples. Change Pitch adjusts the frequency of the audio: usually ambients tend to be in the lower frequencies. Change Tempo changes the speed of the audio without affecting the pitch. To adjust the speed and the pitch at the same time, use Change Speed
    • Paulstretch: Stretches out the highlighted piece of audio. You can produce very cool ambient sound by stretching short pieces of audio. Try stretching something like a piano key strike or a single string of the violin to 10-20 seconds.
    • Reverb: Produces a similar but much more subtle effect to echo by simulating how sound traverses in a closed space. Gives your audio more oomph and makes it more organic sounding, which is a must for a good ambient track. You might want to apply this effect to specific tracks or after the whole project has been put to together depending on the samples you are using.
    • Reverse: This flips the audio temporally. A lot of common everyday sounds are produce interesting results when played in reverse. Try things like creaking doors, musical instruments and even spoken words.
    • Amplify: Used to make a sound louder or more quiet.

    The audio track we have selected for this tutorial is very high pitched, so let's start by lowering the frequency. Choose the Change Pitch effect and try out different values. For the purposes of this tutorial I settled on lowering the frequency by -80 percent: at that point the audio becomes a much more subtle hum.

     

    There are still some remains of high pitched howls in the background however, which make the audio sound almost a bit driving. We could choose to go with the flow and enhance that with something like samples of a violin, but for now let's try to eliminate the urgency. Our aim is to create a haunting piece after all. Use the Change Speed effect and try out different values. I found that at minus 35 percent speed the track starts to sound like the sort of creepy ambient we are looking for.

     

    At this point our audio file has become unnecesarrily long. Let's cut it down to roughly a minute or a bit more. You can save the audio you have made so far before trimming it, so that you can fall back to this point later if something gets mucked up. Next we will start layering audio on top of the main ambient.

     

    Layering

     

    The trick to a good ambient is creating layers of sound with different audio samples on top of the main ambient that makes up the background of the track. Let's go back to freesound.org and look for some more audio that might fit our horror cemetary theme - maybe a rustling sound to tense the nerves?

     

    Searching for "rustling" on freesound.org I picked the following sample of rustling an empty garbage bag. Doesn't sound like much, right? Not yet anyway. Let's add that to our project as well by dragging and dropping it into the Audacity window: the new track should show up right below our main ambient.

     

    You can mute and enable each track individually by using the small button on the left-hand side. Let's mute the main ambient for now so we can concentrate on our new rustling track. After you have muted the main track, double click on the rustling track to fully highlight it and use the Change Speed effect again to stretch it out to roughly match your main ambient track.

     

    For me a 80 percent reduction in speed was enough. The resulting track is now more akin to a small landslide than the rustling of an empty garbage bag, but the audio still needs some work. Lets use the Change Pitch effect to lower the frequency of the sound. At minus 60 percent frequency the track starts to sound like a proper thunderstorm.

     

    Thunder is not what we are after this time though, so lets use another trick on it. The Paulstretch effect can be used to "smear" an audio track by using a large timescale with a stretch factor of 1. Let's smear the rustling track by using a timescale of 2. The resulting audio should sound like wind humming in the background. Now would be a good time to listen to both of our audio tracks layered: unmute the base ambient track and listen to your creation.

     

    You'll notice that the humming wind we created is overpowering our base ambient a bit: you can adjust it by using the volume slider of each track near the mute button. Try lowering the audio of the humming track until the sounds layer nicely: lowering the humming track by about 10dB seems to do the trick. Once we have the two tracks layered nicely, we could search for some more tracks to layer on top or we could start to break up the monotony of the track by adding shorter samples.

     

    Adding instrument samples

     

    By instrument samples I mean shorter samples that are used to give the ambient track structure. In general you want to avoid making the track too rhytmic or melodic, as that will easily make the ambient sound repeative. Still we want to break up the monotony somehow. Think of these samples as instruments played on top of your ambient track, like tiny guitar solos of despair.

     

    For our cemetary track I'd like some screams of the damned to amplify the horror element. For that a corruption of many different instruments will do, but for this tutorial I wanted to go with a violin. Searching for a good violin sound I stumbled upon a sample of cutting metal and decided to use that instead.

     

    To get out the screams we want lets add the sample to our project and use Paulstretch to stretch it out. This time let's use the default timescale of 0.25 and a stretch factor of about 4 or so. Now the track should be full of unholy howling, but it's a bit too high pitched. We don't want the players to have their ears bleed, so let's cut down on the frequency by at least 80 percent.

     

    The result should be a track full of much more mellow crying demons. Next we cut a few pieces from the track: isolate a few good howls and use Ctrl + X and Ctrl + V to place them on a new separate track. Move the howls around and try to line them up with the other tracks so that they are at parts where the other ambient tracks change from one tone to another, or where there is drop in volume. Try different positions and play all the tracks together and adjust the volume so that the howls are not too in your face: a reduction of about 15dB on the howls seems right.

     

    While the howls break up some of the monotony, they don't yet mesh too well with the other audio. Lets go ahead and stretch each howl out a bit, but instead of Paulstretch let's use the Change Speed effect: a reduction of about 50 percent makes the howls sound like the Octobrains in Duke Nukem - sweet! I slowed each howl down with a different percentage to make sure the sound are varied. Note that once you slow the howls down, you need to re-align them on the timeline.

     

    Now each howl has a bit more sustain, so we can add fade-ins and fade-outs to make the transitions more smooth. Highlight both tails of each howl and apply the right effect. You can experiment with different lengths of fade-in and fade-out.

     

    Our track finally starts to have some structure, the fact that it is made up of only lower frequency sounds makes it sound muddled. Let's add some higher notes by using a bell sound - that fits well with our cemetary theme. The bell sound I used can be found here.

     

    The bell track I used has an increasing volume towards the end, so instead of using the whole track I just cut two bell strikes from the beginning. After that I used some of the same effects we have been using previously to distort the sound to my liking. I then copied the sound a few times to create a track where the distorted bell sound is repeated. I then created a copy of the bell track and slowed it down using Change Speed to create a second layer of bell sounds.

     

    After that I went through the process of adjusting the volume of each track until I found what I felt was the perfect mix.

     

    This is what the final result looks like in Audacity. (Note that yours will not probably look exactly alike, it's cool!)

     

    To finalize my track I used the Tracks > Mix and render to compile all my tracks into one and applied the Reverb effect on the compiled track to give it some more oomph. The last thing left is to give your track a cool name.

     

    This is what the final result sounds like. Not that bad for roughly an hour worth of work, right?

     

    Haunted Ground

     

     

  3. I'll try to make it loop a bit more nicely. I already tried to make it so it would loop, but as you can hear my lack of skill is showing :P If anyone has experience in making a song loop, feel free to give a hand.

     

    I can try making something for the commoners and nobles too.

  4. I likes! Hey, how did you do that? Howsabout writing a small tutorial so that others could try as well?

     

    I always wanted to do my own ambients, but I just cannot get anything done. It is like I'm missing some sort of brain area for it or something... :wacko:

     

    Thanks! It's nothing but sound effects distorted and layered on top of each other: a few random piano hits, a sample of a woman singing opera, opening and closing a wooden drawer and clicking a ball-point pen. I got the samples from freesound.org and used the free Audacity software to put it all together.

     

    I'm completely tone-deaf as well. But after mucking around in Audacity for two nights, I'm now pretty confident that anyone can create a custom ambient given a bit of time and patience.

     

    Writing a tutorial sounds like a good idea, I'll get to it as soon as I have a bit more time in my hands.

  5. Thats bloody awesome dude, is that stone texture a mix of two stock textures? as its very good.

     

    Thanks! The cliff face is a large patch with the jagged_rock texture and another patch with ivy_bush_hanging stacked on top.

     

    It doesn't look quite as good from other angles, because I just wanted to try and copy that photo in TDM :P

  6. Thanks guys! Glad to hear you enjoyed it.

     

    This was so well executed it's impossible to believe it was a speed build.

     

    While it only took two weeks, it was a very intensive two weeks. I happened to have a week off and Airship simply never sleeps, so were able to put a lot of work down each day.

     

    Hopefully other mappers will pick up on the idea as well. While I love nothing better then a large, meaty FM, having smaller missions to supplement them would be lovely. The long "dry stretches" between large FMs can be hard on more impatient players like myself! :P

     

    is INTENSE! I had headphones on and wow.

     

     

    I was really worried we would get the volume wrong, and someone playing with headphones would break an eardrum... :D I hope it was not too loud!

     

  7. Alright, here you go. This is a super simple way to make an AI follow you on command with zero scripting required.

     

    Download follow_test.map (save this in your darkmod/maps folder, dmap and play normally)

     

    This is how it works:

     

    The bell item targets a trigger_relay, which triggers the bell_sound attached to the player as well as the start_conversation node (atdm:target_startconversation).

     

    The start_conversation triggers a conversation called Follow Player that you can view through Map > Conversations... in the Dark Radiant menu.

     

    In the conversation I've set Orton, our poor hapless servant, as the only active actor and given him the following orders:

     

    1. Say a line

    2. Walk to the player (player1 entity)

    3. Say a line

     

    Now every time you ring the bell, that conversation is triggered and Orton will walk to you. To prevent him from wandering back to his starting spot once he reaches you, I've added an unreachable path_corner in a separate room that he is targetting.

    • Like 3
  8. Thanks Lux for taking the time to give all that feedback, much appreciated! A few points:

     

     

     

    I liked the tombstone easter egg. It was funny but not really funny? (adding humor to a horror mission kind of takes the player out of the experience if only for a second) Maybe seemed a little out of place. I did laugh a little though.

     

    "Funny but not really funny" puts it perfectly. We knew it would detract from the horror atmosphere, but I'm a sucker for easter eggs... and it's something we joked about right from the beginning. You did light the candle on the tombstone, right? If you didn't, you definitely should go back and do it :P

     

    I'm not sure if it was a default night sky or not but the blinking/twinkling on the stars really needs slowed down. Its distracting, almost manic, and also hard to ignore.

     

    That one is default. Maybe it should be pointed out in one of the threads about basic TDM materials.

     

    Also, the music while you're out in the yard is a little too loud. We don't have a separate volume slider for music so turning that down means the SFX are also toned down which I didn't want. Just seemed a bit unbalanced.

     

    This is one thing that I have always struggled to get right. Setting default levels of sounds is almost as much of a pain as setting the levels of ambient light, because the players hardware / audio configuration affects it so much. The thing with the volume sliders is something I'd hope to see cleared out in the future.

     

    I think it was an excellent use of suspense but I think there was just too much suspense and not enough of anything actually "playing out" other than what I thought might happen after reading the readables. Then something does happen at the very end and its over in like ten or fifteen seconds when you figure out you can't go out the doors and there's that open window in the stair well. I was honestly hoping for a little more but I wasn't dissappointed at all.

     

    Yeah, while I wish we could have provided a bit more fleshed out experience, I think in a way it ended up short and sweet. I'm hoping to continue working on a larger map in a similar snowy environment, so hopefully then!

     

     

    Thanks once more to everyone so far who has provided input. It's feedback like this that helps mappers to get better!

    • Like 1
  9. @Cookie

     

     

    The pathfinding for the creature upstairs is somehow wonky. I'm not sure what influences it, but sometimes he simply walks to the hallway and stops there completely against his assigned path. We only had limited time to do bugfixing (due to the Halloween contest) so eventually we just had to push it out of the door and hope not too many people run into that bug.

     

    Regarding the sound / screen shaking, it's intensity correlates with your distance to the creature. In hindsight the rumble effect could have been killed after a certain period of time, but I belive this is the first time it was used to create an unsettling effect on a character. Hopefully future mappers will learn from our attempt! :P

     

  10. I got the same or similar error:

    Joint 'Head' not found for attachment position

    'velvistcap_1' on entity

    'idAFAtchment_atdm:ai_head_base_895'

     

    Things star normally with the pregame text followed by "buy equipment". The game seems to load and the immediately produces the error (displayed on a DM text box). I tried deleting the "exhumed" folder and re-downloading with the same result.

     

    Did you try updating your installation of Dark Mod? You can use tdm_update.exe in the darkmod folder to update to the latest version (currently 2.02)

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