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Posts posted by pakmannen
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Aight, I changed the title on this thread to LiquidBronze's work. Post everything you do here from now on. That way it's easy to find. Also, the FTP has http support, so always add a link to the sound. Easier for everyone.
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Hm, good point. I don't even know if we're doing food. In that case we'll add it later on.
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I too like the book/sepia idea. Here's a quick photoshoped thingy (the thief drawing made by a guy from the thief2d project):
(Pic too dark, I know..)
I like the glyph-morphing too. Should look cool.
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Thief uses stereo sound, but all the sounds are recorded in mono. It's all about how the engine is constructed. Not how the sounds are recorded. But yeah, we should decide on a format. The Doom 3 sounds seem to be in the ogg format. I don't know much about that, so I'll leave it to someone who does. Otherwise I too vote for 44.1 Hz, 16 bit.
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You're right. I was pretty vague there.
About the footsteps - I'll think about it. But it seems like a good idea.
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This is a compilation of all the sounds we will need to create. This is the second version of this document, and is basically a list of all the filenames for the sounds. They should be pretty self-descriptive. Ex: (3) means there will be three versions of this sound, for variety. Note: This is soundeffects ONLY. No ambient sounds here
movement
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- human_stone(3)
- human_wood(3)
- human_marble(3)
- human_grass(3)
- human_metal(3)
- human_gravel(3)
- zombie(3)
- spider(3)
- burrick(3)
- movement_water(3)
- movement_foliage(3)
- movement_equipment(2)
tools
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- sword_unsheath
- sword_sheathe
- sword_swing(2)
- sword_stone(2)
- sword_wood(2)
- sword_metal(2)
- sword_flesh(2)
- sword_helmet(2)
- blackjack_unsheath
- blackjack_sheath
- blackjack_swing(2)
- blackjack_stone(2)
- blackjack_wood(2)
- blackjack_metal(2)
- blackjack_flesh(2)
- blackjack_helmet(2)
- bow_unsheath
- bow_sheath
- bow_draw
- bow_release
- bow_arm
- bow_disarm
- arrow_broadhead_stone(2)
- arrow_broadhead_wood(2)
- arrow_broadhead_metal(2)
- arrow_broadhead_flesh(2)
- arrow_water(2)
- arrow_moss(2)
- arrow_fire(2)
- arrow_gas(2)
- arrow_noise(2)
- arrow_rope(2)
- arrow_swoosh(2)
- lockpick_arm
- lockpick_disarm
- lockpick_pick(?)
- key_pickup
- key_use
- mine_arm
- mine_disarm
- mine_deploy
- mine_explode
- flashbomb_arm
- flashbomb_disarm
- flashbomb_explode
world
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- frob_door_metal_open(3)
- frob_door_metal_close(3)
- frob_door_wood_open(3)
- frob_door_wood_close(3)
- frob_door_portcullis
- frob_door_locked
- frob_door_unlocked
- frob_frobber_button
- frob_frobber_switch
- frob_frobber_lever
- frob_loot
- frob_chest_metal_open(2)
- frob_chest_metal_close(2)
- frob_drawer_open(2)
- frob_drawer_close(2)
- frob_instrument_piano(2)
- frob_instrument_harp(2)
- frob_food_apple
- frob_food_bread
- frob_food_deerleg
- material_stone_impact(3)
- material_stone_destroyed(3)
- material_wood_impact(3)
- material_wood_destroyed(3)
- material_glass_impact(3)
- material_glass_destroyed(3)
- material_porcelain_impact(3)
- material_porcelain_destroyed(3)
- material_metal_impact(3)
- material_water_impact(3)
- material_grass_impact(3)
- material_gravel_impact(3)
- material_marble_impact(3)
- body_drag(2)
- body_collapse(2)
- body_impact(2)
- element_fire_torch
- element_fire_fireplace
- element_fire_extinguish
- element_fire_ignite
game
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- mission_start
- mission_end
- mission_objective
- human_stone(3)
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Sound
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The audio part for this mod will be divided in four sections:
1. SFX (Soundeffect)
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, porcelain-cup-dropped-on-marble sounds etc.
2. Ambient
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.
3. Voices
Things spoken or expressed by the inhabitants of the world. That includes:
Humans, zombies, belchers, and any other creatures we might come up with.
4. Meta Sounds
Sounds used by the game to convey gameplay information. The pickup-loot sound, menu sounds, mission objective sounds etc.
Formats
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To keep file sizes small, the OGG Vorbis format should be used for all ambients and SFX. You can get a free encoder here. Depending on the sound, an aproppriate nominal bitrate should be choosen. As a rule of thumb, use these encoding options:
44100Hz / 96kbps / mono
Use this for SFX and directional ambients.
44100Hz / 160kbps / stereo
Use this for omnidirectional ambients and meta-sounds. This usually means anything that goes to the \ambient or \meta folders (see below). Use your common sense: does the sound really benefit from stereo format?
Wave Form
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- All sounds should start and end at zero amplitude. Other values will create pops.
- Do not add reverb, echo or phaser effects to directional sounds. SFX should be as dry as possible.
- Mix at maximum volume, but avoid clipping. Volume can be adjusted in the game.
- Avoid fade in/outs for looping sounds. Seamless loops are favoured.
- Avoid downmixing a stereo sound to mono.
- Avoid pauses at the start and end of a sound.
File Names
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The naming of soundfiles should follow roughly this format:
[Gamemeta_] Object [_Subcategory] [_Action [_InteractionObject] [_Iteration]] [_Loop] .ogg
Examples:
frob_instrument_harp_01.ogg
mnu_button_hover.ogg
arrow_broadhead_hit_wood_01.ogg
machine_hum_01_loop.ogg
Folder Structure
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The folder structure is mirrored on the ftp in TheDarkMod/sounds
Project management and Design documents
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- Ambients
Teamlist
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SFX/Ambient
- Pakmannen
- DarknessFalls
- Muze
- mrDischarged
- Theo (for now)
- Saxmeister
- Schatten
- drewb50
- comp-music
Voices
- New Horizon
File storage
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We are using CVS to share all our modfiles and once you have a finished sound it should be uploaded there. Currently all sounds are commited by myself. For works in progress you can either host the files yourself or use our FTP server.
- All sounds should start and end at zero amplitude. Other values will create pops.
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Okey, I understand.
So we should probably start writing lines for guards then? Also, what about non-human creatures, such as zombies and burricks? Will your voiceactors do them as well?
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I don't see why anyone who wants to record some character voices can't have a shot. As long as they're all good quality there shouldn't be any problems.
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Ooo, you got some nice things there! I was actually going to buy an M-Audio, but decided to go with a Terratec instead (partly because they don't even sell M-Audio cards here.. d'oh).
I'm mostly using Cubase SX with a whole bunch of VST instruments for music. And for simple audio editing I use a small freeware program called Goldwave, which I love and adore.
You should check on the darkmod's FTP server where I have uploaded the SFX and ambient stuff I've done so far. It's right there under the "Sounds" directory. (You can find the login and password in the FTP thread.)
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Hi! I'm the SFX/Music dictator here. I will be happy to keep you as my slave. Er, what I mean is, I like your work.. (Though not very Thiefish, but I guess you already know that.) Still, good quality on those samples, I think you'll be able to do some great stuff.
One question: Are you into sound effects (doors closing, footsteps, swords clattering etc) as well, or is this a pure music/voices deal?
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Wow, that thief model is gorgeous!
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That's some nice wood textures you've got there. I like the richred one.
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That's a damn fine concept. Stick with that!
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Yes the burricks were very cute, but I always though they were cute in an ugly kind of way. Argh, don't know how to explain it really. Just keep up the good work and all will be fine.
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I think it should have a bit more of an grotesque/sinister look. Right now it looks almost lika a cute little innocent puppy (well, almost). Also, a bit more hair and stuff would be nice.
I like your chemistry diagram! Nice touch.
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I have no idea. I don't think we've talked about it. But I put the link there anyway, just in case. (And if we are doing robots, I'd like something like that more than the T2 panzer tanks)
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Here's another one:
http://www.sciencemuseum.org.uk
They have pictures of old technology, like this airpump:
http://www.sciencemuseum.org.uk/on-line/ki...s/haukspump.jpe
Cathedral clocks:
http://www.sciencemuseum.org.uk/on-line/we...clock/page2.asp
This old globe:
Etc..
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Here is a nice site for all things Victorian. It has some good pictures of buildings/furniture/clothing etc. http://www.victorianweb.org/
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I forgot to upload the ambience sounds (rain, wind and thunder).
Anyway they're on the FTP now. I also uploaded the stuff Fingernail has done (hope you don't mind! )
Also, I'm leaving the noisemaker sound up there until we've decided on a concept and the new sound has been created.
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Here's a suggestion:
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Yes, those were made about a month ago, for Thief 2D, before this project was even started. But once I get back to making these things I'll see if I can come up with a more fitting sound.
Pakmannen's Work
in Music & SFX
Posted · Edited by pakmannen
Okey, here's what I have done so far:
Soundeffects
Arrow swoosh
Blackjack swoosh (1)
Blackjack swoosh (2)
Bow begin
Bow finish
Bow pull
Break wood
Button click
Body collapse (1)
Body collapse (2)
Key pickup
Pull out blackjack
Put away blackjack
Sword swoosh (1)
Sword swoosh (2)
Ambient
Rain
Thunder
Wind (1)
Wind (2)