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  1. bug 0003851 says about the sound files in shader allowing both forward and back slashes to work it seems to be affecting the sound shader names to. if i select a shader name like sounds/xx/123 it shows up in the entity window as just 123 they are display different in the sound choser to if they are backslash, its not in a tree. (alphabetical) if it has forward slashes its in a tree with + signs to expand the folder. (i prefer this mothod)
  2. Does anyone know how in the dark engine you were able to lean against a door and you could hear the sound outside of thedoor got louder? I listened to a podcast or something about it once but I forgot , had something to do with a room database or something.
  3. Love your signature over at the Eidos forums. Hahaha!

    1. Maijstral

      Maijstral

      I don't normally even use signatures, but I've used a few to voice my displeasure at what EM is doing to Thief. I'll probably stick with that one until I lose interest in visiting the EM forums.

  4. Hey, Currently, my map WIP is yet to be visportaled (which I will do), however I've noticed something I like in the basement. I know visportals cut sound, however the floor above the basement is a wood floor AI will be walking on. IRL, you would hear the footsteps of anyone on the floor above the basement ceiling (underside of floor above), so I'd like to hear their footsteps, but not their voices. Is this possible using Visportals or some other way? It's the only area where it would make sense to hear footsteps on the floor directly above the player, however if I understand visportals correctly, if I place one on the stairs dividing both floors, it will kill the sound of both footsteps of AI and their voices. Is this correct? Is there a way to have just the footsteps? If I understand correctly, if I place just one visportal on the stairs, and then visportal all doors (or double visportal each side) entering the corridor above, then the sound from the corridor should transmit to the basement, but sound in any rooms will not, correct? Here's a pic. Thanks Ven
    1. rebb

      rebb

      What a pisstake ;)

    2. Diego

      Diego

      Now players will not onlyget spit on while hiding, they will be pissed on too!

  5. This file is missing from sound/sfx/movement/sliding/. Looking at the SVN log, greebo created 3 stone sliding sounds 7 years ago, but only checked in 2 of them. Should I remove it from the shader file (tdm_sfx_sliding.sndshd) or try to find a replacement? I've no idea what the original sounded like, and since it was so long ago, I don't want to bother greebo about it.
  6. What's going on with the Thi4f forums? They've been down for almost a week now.

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      Well that's not going to work. If they can't post about Thi4f on the Thi4f forums they can come and post about TDM on the TDM forums.

    3. jtr7

      jtr7

      People thought it was the server migration under Square-Enix that we've been told about, but they came back online like nothing happened, and the dedicated thread about the coming migration had no new info.

      Can't see this?:

      http://forums.eidosgames.com/showthread.php?t=139127

    4. stumpy

      stumpy

      maybe it was a migration test, and it broke.

  7. Holy crap are we getting another download spike? The forums keep going intermittent on me.

    1. Springheel

      Springheel

      The forums aren't on the same servers as the downloads.

    2. stumpy

      stumpy

      its sunday, the internet is always slow on a sunday for some reason.

    3. Lux

      Lux

      "for some reason" I imagine is you being sarcastic as we all know everybody and their brother/sister are online on Sunday either shopping or looking at porn combined with all the gaming packets.

       

      I'm sure there are also people just "reading things for the articles" though...

  8. 7318

    AI sound

    what if AI could use the semantic field of it's surroundings while analyzing sounds? there are sound that belong to a place, and there are sounds that don't, there are sounds that relate to a situation there are sounds that don't, so in TDM which sound plays such an important role, why not apply something like a "semantic field" of sound/places/situation every sound has a list of key words associated to them, those words define the sound, "foot step" "on wood" "to creep" now the NPC is surrounded by other buddies, those NPCs are looking for the player, if the player moves since there are budy NPCs arround, the AI doesn't react to the player's footseps sound, because it's in the "semantic field" (this is analyzed if the AI sees the other npc or don't and it hears player footsteps) if the player draws the sword, the sound is out of context, no NPCs have swords in this example, so this sound does alarm the AI, it's a strange sound to the AI. if the player stops moving, the AI should then try to find an explanation for the out of context sound until he is no longer bothered by it (because an amount of time has passed and no answer is given) now this "context" belongs to three elements - the world arround the AI (what sound would fit in that given floor..., establishing this only woudl make a great pice of code...) - the situation wich the AI is in (at what state the AI is in, while in pursuit, the footseps will be of the upmost importance to locate the enemy) - the similarity of the nature of the sound and the last two elements in the list another example out of TDM imagine a situation like FARCRY, island, selvatic situation, a group of NPCs walking on a path trough the jungle, the AI don't react to player footsteps, because it could be on of it's buddies doing the footsteps noises, but make a bird closer to the AI fly away somewhat vilently (the bird sees you and fly away scared) and this will make the AI attention rise up, then they might stop, (maybe after an order given by the group's chief) now the footsteps do alert the AI because there shouldn't be any. --> you see the same sound is interpreted diferently using a semantic field arround the specific sound. now reload the gun there and AI will instantly be alerted (they might not know the position fo the player, nor the direction of the "reload a gun sound") but their alert metter will be at full, because within the context, if this sound didn't come from the action of someone in the group the sound is suspicious, and the nature of the sound make it even worse, make it a menace.
  9. Goldwell already posted his tutorial describing a way to make sounds loop seamlessly. Just in case anyone is interested, here is the method I use to create seamless loops. Advantages of this method: You get a lead-in sound that does not repeat, followed by a loop that repeats indefinitely. Think of starting up an engine, or some other sound where you might hear the beginning as well as the loop. You can "live preview" the loop, and drag the second iteration forwards or backwards to get a result that sounds nice without having to repeatedly undo/redo copy and mix operations. Disadvantages: Contains more steps and is more fiddly to execute than Goldwell's method. Requires REAPER, which is payware (although a fully functional demo is available). Rather than faff around trying to upload images into a huge forum post, I made the tutorial using Asciidoc and published to Wordpress here.
  10. Ignore if this is already a part of the game, but I am curious if we have sound FX for ice on ground for footsteps? Small patches of ice amongst snow (or ice in general) that make a louder crackling noise to make players more cautious / throwing in random "oh my gosh I just made a loud noise" thing would make a nice touch to fear factor. Movement being effected such as sliding on ice would be nice too, but I guess it would be easier for footsteps to be implemented before a surface effecting speed / mobility. Thoughts?
  11. modetwo

    Forums fixed

    Had a problem with the web server yesterday that led to a crashed table in the forum database. This has now been repaired and things seems to work again. I was on travel so it took a while before I was able to fix it. Merry Christmas!
  12. Hello, If I go to the audio parameters, pass the different option, when showing "sound 7.1" option, game crashes. Then I can not launch it anymore, it always crashes at start. So I have to open TDM config file Darkmod.cfg and change this line: seta s_numberOfSpeakers "8" to seta s_numberOfSpeakers "2" and the game no more crash. I can reproduce this bug everytime. Someone could reproduce this bug on Ubuntu 14.04? LGDN
  13. I can get on the main forum now but still get an error when trying to load posts. Anyone else?
    1. Show previous comments  1 more
    2. Sotha

      Sotha

      Congrats! First one is The First one!

    3. Sir Taffsalot

      Sir Taffsalot

      If "its done!" why do we have to wait until next week? Congratulations on your first FM! I look really look forward to playing this.

    4. Kvorning

      Kvorning

      To let you know a bit in advance if you have a tight schedule and to catch last few things and tweaks:)

  14. Yes, you are still viewing The Dark Mod Forums I've just finished the upgrade of our IPB Board Forums to the latest release. Packed with new features, rewritten code and all that. Have a look around. The skin is currently the default one, but will sooner or later be converted to a darker skin, to fit the Dark Mod universe. Also note that the forums have been moved from http://modetwo.net/darkmod to it's own sub-domain: http://forums.thedarkmod.com - all forum links will still work tho, thanks to Apache's rewrite-plugin. Please report any bugs, requests and comments in this thread. PS: The forums will run a bit slow the first hours as the cache is being rebuilt.
  15. Hello, im sorry to ask this but i can find whats the shortcut do sound inspecter like we have light inspecter. i went to wiki but i just cant found it. I put a sound and i whant it to put in a loop but but i cant get there. Thanks
  16. Those metal footstep sounds (pipes, grates) have gotta go. They sound muffled, as though somebody put them through a high-pass filter or something.

    1. lost_soul

      lost_soul

      EDIT: I mean low-pass filter. It sounds like the highs are cut-off. Its so easy to confuse high-pass and low-pass filters.

    2. Springheel

      Springheel

      I'm always open to hearing better examples if people have them.

    3. Lux

      Lux

      I really wish we had a full suite of leather moccasins on all these various floor surfaces. Just for realism.

  17. Just a heads up that the header images are now missing from the top of the forum. I suspect due to domain forwarding or something like that?
  18. Tr00pertj

    TDM Forums

    Have I been hacked or is the site being rebuilt or hacked?
  19. SOUND REVERB MASTER LIST V1.3 BETA *Help me test the reverb on sounds *download .pk4 and place in "darkmod" directory (make back up of original first in case you want to switch back) *please report back with your impressions, or if you notice something that is wrong *currently, only the vocal sets are done, more pk4's in the future Download entire package: New Link Coming Soon =========================================== Individual PK4's 1) tdm_sound_vocals01 LINK: http://www.mediafire...nd_vocals01.pk4 player 2) tdm_sound_vocals02 LINK: http://www.mediafire...nd_vocals02.pk4 builders\builder1\conversations builders\builder2 builders\builder2\conversations builders\builder3 builders\builder4 3) tdm_sound_vocals03 LINK: http://www.mediafire...nd_vocals03.pk4 lord pro 4) tdm_sound_vocals04 LINK: http://www.mediafire...nd_vocals04.pk4 animal\raven commander cynic drunk generic grumbler monster\spider simpleton thug 5) tdm_sound_vocals05 LINK: http://www.mediafire...nd_vocals05.pk4 animal\horse monster\werebeast undead\revenant undead\\zombie undead\\zombie\aistates - ***are these even in the game anymore?*** 6) tdm_sound_vocals06 LINK: http://www.mediafire...nd_vocals06.pk4 critic jack 7) tdm_sound_vocals07 LINK: http://www.mediafire...nd_vocals07.pk4 lady lady02 wench =============================================== NOTES: -drowning sounds will be revisited to add more underwater effect -Generic sounds will be revisited as IMO some do not need reverb -most vocal sets are now around same volume in comparison to v1.0 *I'm concerned the sounds may be a bit loud, looking for other's opinions *Zombies have new custom sounds v1,2 This is a release now ready for download. Please enjoy. I still don't feel 100% about the sounds, so more work will be done eventually.
  20. Just wanted to say, Hello! From reading through various posts in the forums it seems like a great community and I hope to become a part of it. So I got the hankering for some Thief as of late and stumbled on TDM through some googling. After purchasing Doom 3 through Steam and instaling TDM, I have been nostalgiacly playing through many of the FMs and have also decided to d/l the Radiant editor and start making a mission, maybe many, we'll see. As it turns out also, I just started (today!) my 1 week vacation from work and intend to dive in to the Radiant editor and am currently going through the A-Z wiki on it. A bit of background on me, I 'used' to work in application support till the economic crash a couple years ago and was laid off and am now running a machining center at a local machine shop, using Mastercam daily, 2D/3D stuff and have always wanted to make a mission/game, and decided since I've always enjoyed the Thief series and stealth gameplay so much, this is where I would start. After getting to my third year in Mechanical Technology I changed my major to Information Technology (should have went with straight Computer Science but ahhh hindsight). I've always loved building things and designing things and also really enjoy computers, art, audio, and the entire visual experience as presented to a user. I have created a couple playable maps before using the older source engine editor so I'm vaguely familiar with 3D modeling, skyboxes, lighting, AI pathing, etc. That's been over 10 years ago though. I got familiar with 3dsmax, ProE, Autocad, and Mastercam in my first major during school so that helps a bit when familiarizing with a new editor and as previously mentioned I've dabbled around in the Valve Source editor. I'm also very much looking forward to the Crucible of Omens campaign created by the marvelous talent at TDM and would like to help in any way I can once I'm familiar with the Radiant engine. I can also do many many voices, I've often thought about moving out to Cali from Indiana and finding work in voice-overs, voice acting, etc. All this started as a youngster with little friends, time on my hands, and imaginary friends. Wow that's hard to admit. So anyway, I've been working on a shadowy Garrett voice, and can do guards and some women characters with old, old english, gruff, slippery, sneaky, terrifying, voices and personalities. Just thought I'd mention that as it may be a way that I could contribute early on and would also enjoy. So anyway, too much about me and not enough A-Z wiki, back to the tutorial! Glad to be here and hope for good things to come.
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