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Paralytik

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Everything posted by Paralytik

  1. Does DM have a unique sound for when doors/chests are unlocked, or is that same sound used anywhere else? I would check myself, but this laptop sucks too hard, can't enjoy many missions because of it. If we don't, then we totally should create one. I agree with Arcturus, the sound used in Thief is incredibly satisfying, design-wise.
  2. Nice! I'm glad to hear it's a bit more complex. I was guessing on a collection of shorter loops being combined in different ways. Also I want to clarify that I'm not aiming at a complete overhaul of everything people might find annoying. Some might like things others don't like, and most of the sound effects in DM are already of very high quality, so it wouldn't be needed anyways.
  3. Springheel: Yes, that one might definitely be improved. Goldwell: This is also something I've been thinking of myself! How does the current system work? Are there just 2-3 loops being played, and finished off with the unlocked-click? I think that click sound in the end is a bit inconsistent with the rest of the loop.
  4. Here's a photo of my current little studio set up. I share a space a bit outside of town with a friend where we try to make nice music.
  5. Helloes. My plan is to, with the help of you guys, compile a list over what needs doing on the audio side and then try to get these things done. I've been working with audio as a hobbyist for many years, I play a few instruments sufficiently well to be able to compose things and I have some in-depth knowledge in production techniques, audio synthesis, live recording, music theory and acoustics. With that said, I'm far from a master; I learn and read up on new things all the time to broaden my knowledge even further. I primarily work in Propellerheads Reason for music production and audio creation. So far I've seen a few topics here being discussed. Ice footstep sounds. (Might be possible to modify the stone sounds to achieve this, otherwise I'll have to get out with one of my harddisc recorders and figure something out). City ambient sounds. Carts rolling, animals howling, muffled talk, distant oneshots; anything to try to make the cityscapes come alive. Strained metal sounds. (Should be quite easy with a ring modulator and some basic waveforms in pretty much any synth where you can sculpt sound from scratch). + Chest opening/closing sounds are inconsistent.+ New dropped candlestick holder sound, old one sounds tinny.+ Lockpicking sounds.+ Inconsistent jumping/landing sounds. Also being mentioned in another thread is the lack of ambient music, and general indoors ambient. What I'm thinking here is basically composing and production work, possibly based on what is already in the mod (the indoor piano loops, etc) to fit well together with what is already available. Focus will be spent on adequate lengths and bearable repetitiveness, along with different levels of tension for the pieces. Areas that I have thought of so far, including things being mentioned in other threads, are the following: Manor/general indoors non-creepy environments.Harbor.Warehouse.Factory.Wilderness.Mountains. Suggestions by Obsttorte in http://forums.thedarkmod.com/topic/16931-composer-for-the-dark-mod/ .+ More themes for the builders.+ Themes for the pagans.+ As we have Moors now, it would be nice to have ambient music for them, although Springheel or so would have to point out their background so you get an idea what they are about (didn't follow the related discussions too closely).+ Something for our inventors. Steampunk like, but not too futuristic.+ Anything else we come up with. I've also been thinking of creating a sample pack of sort, with a variety of "building blocks" for people to create their own ambient tracks for maps. Others in this subforum have already showed very promising results using freeware and basic editing techniques (Paulstretch, Audacity, etc), but it might be tricky to track down CC-licensed source material to use. In combination with being a collected thread where you can follow the progress on these things, I will also act as a mentor and self-proclaimed guru, trying to answer questions others might have regarding audio work. If someone needs help with editing/mixing of any sort, feel free to ask and I'll do my best to contribute. In case there are more people interested in helping out with specific tasks, or have knowledge in areas where I myself might lack, join in and help out! General suggestions on things that might need updating can be discussed here and we'll see what we can do.
  6. Very cool to hear about the changes done to savegame mechanics, will probably be interesting to many mappers.
  7. Getting through two interviews is really nice though, too bad you didn't land it in the end. Practicing interview situations and adjusting your CV is something you need to do constantly irregardless.
  8. I'll remember to poke you when I need some lines recorded.
  9. Woooow, that is amazing! Who is that voice actor? The audio quality and acting is top notch!
  10. As someone oblivious to deeper coding, this thread is still an intriguing read! It makes me glad to see you guys being so competent and thorough, and I'm absolutely amazed by the fact that you can put so much time and effort into TDM. Just some motivational praise, hehe. Keep up the great work!
  11. Crows or ravens would be really nice indeed. Having a murder of crows lift off at a specific place in a map would be very immersive!
  12. I've been thinking about the exact same thing here; the whinnying of distant animals and carts, maybe a child's muffled crying and voices through walls, doors opening or closing in echoing alleys... though most of these would probably be quite nice as sound queues/one shots too. Shouldn't be too hard to sort at least some of these out. Metal sounds should be fairly easy to create using any synth with a ring modulator and sufficient reverb, with layered crackling/clanking sounds.
  13. I'm imagining something like a hard surface hit thump, like on rocks, but with a tighter reverb, along with some sparkly crackling? Something like that?
  14. Ahoy peeps, been working with audio and music for years, so I might be able to contribute a bit here. Since I'm on an incredibly slow and unstable old laptop at the moment, I haven't been able to download and listen to all of the audio samples you guys have provided, but I'll add some comments on some things anyways. About OrbWeaver's stuff: The reason I think Bikerdude was saying it sounds a bit too busy is probably because it's compressed into a quite short time frame. The sounds and general feel of the first piece is very nice, but to make it sound more "ambient", I'd say the elements/instruments and phrases needs to be spaced out a bit more over a longer loop, obscuring the sensation that it's all part of the same melodic base. Just a few hits or a phrase echoing out into a longer (at least 4-8 seconds or more) silence, followed by another melodic phrase is probably a good way to start off. Then it will be much easier to add one shots and other things with volume fades or effect sweeps in between those separated parts to tie it together, if needed. edit will continue this soon PC probs imminent
  15. Yeah I just started from the top, your thread was the first one.
  16. Also, sorry if you feel I'm just barging in and hijacking the thread, that was not my intention. I'll probably make a new thread myself later on.
  17. After some prolonged absence from the forums I returned today, since it's a new year and all, to actually suggest some non-specific audio improvements myself. Glad to see grodenglaive having similar thoughts! I would like to contribute to the core mod somehow, and since audio production is of my biggest hobbies, maybe there is something that can be done in that department to improve the general quality of the mod. As much as I'd like to make a map and campaign of my own, I've realized I simply don't have the time or energy to put into it (though I am still working on a design document and storyline ). So, after listening to these, I can just say that I totally agree with Springheel about the crispyness. My humble advice would be to try to layer the samples with a controlled clicky creak sound, maybe another sample or a synthesized one (perhaps based on basic white noise?), to really bring it forth. As Springheel suggests, over-exaggeration is probably the best way to go. With that said, if anyone else has suggestions on sounds that might need some improvement or replacement, I'd be happy to help out, either as an adviser or as a sound designer.
  18. I feel so stupid and ignorant now.
  19. The printing press was truly the beginning of the modern era.
  20. Found this interesting clip explaining how old manuscripts where/are made. http://youtu.be/1aDHJu9J10o
  21. How has this been uncommented so far? Pretty sure homophobia is not accepted here, or anywhere else.
  22. Wow. I just wrote a very long post (like 20 minutes worth) with lots of thoughts and stuff, and then my browser tab crashed. Struggling with motivation as it is, this did not push me in the right direction. Dammit.
  23. The detail about players never looking up is not only a problem in games; generally people don't look up IRL either. All of you who own the Portal games should really check out the developer's commentaries while playing. Among many things, they address exactly this problem, and how they try to condition the player early on to pay attention to the vertical axis, since the games rely heavily on both vertical and horizontal movement and problem solving.
  24. Wierd that it shows the XB1 page on the site... the gameplay videos are under the PS4 tab. http://www.gametrailers.com/ps4
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