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pakmannen

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Posts posted by pakmannen

  1. Tashi: Could you check in at the Soundeffects/Music forum? Check out the threads, comment on them if you like. If you have msn or icq, please post it in the Email/Instant Messenger thread. Also, if you have IRC, check out the IRC thread.

     

    Oh, and yay for using Cubase SX! ;)

  2. I agree that the arrow swoosh sounds should be played low. It was too loud in T3. Also, those are some pretty rough cuts, all the sounds can be tweaked a little imo. I'm going to start doing the filestructure and filenames, then we decide on a format, and then we're on our way!

  3. Rats could go here too

     

    This is only the "categories". The folder structure for where the sounds will be placed. Even if you do a city mission, you can add sounds from all the other categories as well.

     

    Chanting and hymn-like singing

     

    That would be the ambient tunes.

     

    Pigeons

     

    Great idea! Very cool actually.

     

    The sound guys could really be helped along if they had a context to build their ideas around.

     

    Yes, but we have to remember that we're doing a mod for other people to make their missions with, so it would be a mistake to design our sounds around one or two levels made by us. We should try to do a broad range of sounds that can be used for a lot of different missions. Still, I guess it could serve as inspiration.

     

    Edit - Added a new category: The Scary Place

  4. This is a first draft of the Ambient design document. Please come with suggestions on things to add/remove.

     

    Weather

    • Rain
      • Outside
         
      • Inside (against windows)

      [*] Wind

      [*] Thunder

    The City

    • People crowd
    • Animals
      • Dogs
         
      • Cats
         
      • Horses(?)
         
      • Birds (crows/ravens/pigeons)

      [*] General city sounds (people working, distant machines/bells etc)

      [*] Ambient tunes (short musical loops which fits the category)

    The Mansion/Castle

    • Alarms(?)
    • Musicbox
    • Classical music (gramophone)
    • Clocks
    • Ambient tunes

    The Factory

    • Different machines
    • Electricity sparkling
    • Chains rattling
    • Belching fire
    • Ambient tunes

    The Church

    • Bells
    • Ambient tunes (Organs/Gregorian etc)

    The Scary Place

    • Strange voices
    • Loud bangings á la Cradle
    • Buzzing flies
    • Distant screams
    • Ambient tunes

    Underground

    • Water dripping
    • Rats
    • Bats
    • Ambient tunes

    The Forest

    • Trees/Leaves rustling
    • Crickets
    • Birds (sparrows/owls)
    • Wolves(?)
    • Ambient tunes

    The Ocean

    • Waves
    • Seagulls
    • Creaking of ship rigging
    • Ambient tunes

  5. First of all, those aren't soundeffects, but ambient sounds. Think like this: If the sound is generated by something the player does, ie shoots an arrow, walks around, pushes a button, then it's a soundeffect. If on the other hand, the sound is put in the level by the level-designer to bring some athmosphere to the level, ie crickets, the ocean, factory sounds.. Background sounds if you want, then it's an ambient sound.

     

    Second of all, those are some really great sounds! I love the factory. Right on! :)

     

    Third of all, great work.. :D

     

    Fourth of all, I'm gonna start doing an ambient design doc soon. It should hopefully clear up a few things.

  6. Objective complete is an ambient sound, as is the start of the mission sound and the oh no i have died a horrible death and must start over sound. (I'll start with an ambient design doc soon) Loot pickup is a soundeffect though, I'll add it to the list. (And yeah, the Thief lootpickup is greeat)

     

    Drinking sound should be under the vocal category, I think.

     

    Do we really need a can't put this there sound? I hated it in Thief 3.

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