paperbag846 0 Posted November 6, 2009 Report Share Posted November 6, 2009 Hello, I'm pretty handy with sound production software, and I excel at moody, ambient tracks that would be well suited for TDP. I have some demo mp3s that were NOT made with thief in mind, but they are a showcase of the types of textures I am capable of producing. I am fluent in: garageband, ableton live, audacity. I am a Mac user who dual boots XP. I would like to contribute sounds akin to the ambiance of Thief I. In my opinion, that soundtrack was the most steam-punk / industrial of the 3 games, which really added to the creep-and-grit-factor so integral to my thief-related memories. Think rumbling tones, overlay-ed with machine noises, nature, and minimalistic synths etc. I also use a number of delays with my guitar to make ambient sounds that are much more organic than possible with a synth. This project is high-quality, and the most exciting thief-related project I've seen in years and years. I want to help you guys make it true to the 1998 - 2001 era of thief, the "golden years" that no other stealth game has seemed to be able to approach since then. ---- I would also be able to take a crack at sound effects. But I would be lying if I said I had much experience in that field. Still, my work is free and I'd be willing to give it a shot. I have no experience modding with Doom 3, so I would need advise on sound formats. Thanks for your consideration! Keep up the amazing work. love, Paperbag Quote Link to post Share on other sites
Goldchocobo 61 Posted November 7, 2009 Report Share Posted November 7, 2009 Hi Paper,I don't think we need anyone for sfx/ambience currently, but I'll double check for you.Do you have a link to a reel we can check out? Quote Link to post Share on other sites
Springheel 4630 Posted November 7, 2009 Report Share Posted November 7, 2009 I would like to contribute sounds akin to the ambiance of Thief We certainly wouldn't turn down good quality ambients or sound effects. Why not create a few "thiefy" ambient tracks and post them? Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
paperbag846 0 Posted November 7, 2009 Author Report Share Posted November 7, 2009 I'll have 2 or 3 tracks up on rapidshare this week - I'll post a link here when it's done. Quote Link to post Share on other sites
Loopy 0 Posted November 26, 2009 Report Share Posted November 26, 2009 okay,after i fix the PC at my club house i will be offering my services to all of you free of charge.(hard drive crashed and i am shuffling files around for a fresh install of Windows) a bunch of us hang out and create sounds on location.we also do field recordings of interesting sounds. anyhow, we already have everything to make any sounds that you desire,and if you have any requests i will do my best to come up with something real good. i can do analogue and/or digital sound effects,i can give you drones and ambient tracks,i also have a large group of people for voice work.we have lots of recording/editing software/hardware so anything is possible! here are my links so that you know i am not making up fanciful stories.although these do not necessarily represent the sounds that you are looking for.(in the pacific north west USA "harsh noise" is all the rage right now) http://shack.brizbomb.com/http://loopletcher.brizbomb.com/ http://imlooloo.brizbomb.com/http://spidertombs.brizbomb.com/ http://pitbull.brizbomb.com/and the leader/owner of our club house:http://brizbomb.brizbomb.com/ my indy cassette label will will be up soon at SlugNutty.brizbomb.com,featuring local noise artists and less harsh sounds than the links posted above. also, you can look at my latest gear setup for live performances here:http://www.facebook....e&id=1050384993 i look forward to working with all of you.contact me and i will get to work right away.no job is to big or to small, just give us credit for the things that you use. thanks,~Mark Quote Link to post Share on other sites
Loopy 0 Posted November 26, 2009 Report Share Posted November 26, 2009 here is another setup i created for a recording session that will be released on SlugNutty. and remember,i take requests.you say it and i play it. ~Mark Quote Link to post Share on other sites
Noisycricket 15 Posted November 26, 2009 Report Share Posted November 26, 2009 The more for mappers to choose from the better. Quote Softer leathery shoe footstep sound set for stone Link to post Share on other sites
Loopy 0 Posted November 26, 2009 Report Share Posted November 26, 2009 (edited) oh man, i didn't think about that.i didn't mean to take over your thread,i just didn't want to clutter up the board by starting the exact same thread again.hope you don't mind. i will move it if you would like me to. sorry, ~Mark ps.actually this thread should be stickied so all the sound artists can post in one place.it would be allot easier for the mappers to locate us. Edited November 26, 2009 by Loopy Quote Link to post Share on other sites
Noisycricket 15 Posted November 26, 2009 Report Share Posted November 26, 2009 Not a problem in any way, shape or form[im not even sure what you were concerned about;)]. One thing is for sure, we seem to need more city ambiance sounds, I see some of them used over and over. Right now we also have a lot of music tracks taking the place of environment sounds, but im not sure if thats by choice or by necessity. Hopefully some mappers will come in here and put up their requests. If you rename the the sound .pk4 files to .zip, you can extract them and see what the mod has currently. If you want to experiment with them in-game, you can re-create sound folder or any part of it and the game will use whatever you have in it instead of what is in the .pk4 files. Quote Softer leathery shoe footstep sound set for stone Link to post Share on other sites
greebo 34 Posted November 27, 2009 Report Share Posted November 27, 2009 It would be great to have more sound effects - especially in the area of collision sounds TDM is a bit under-equipped. For instance, I can think of the wooden plank which is currently using a blackjack hit sound, or mugs and bottles hitting various surfaces. Or stones colliding with surfaces. Can you do any of these? Quote Link to post Share on other sites
SiyahParsomen 31 Posted November 27, 2009 Report Share Posted November 27, 2009 yeah, more collide sounds will be really good! I think there is only one for stone and it's not suited for most surfaces. Quote Link to post Share on other sites
Loopy 0 Posted November 27, 2009 Report Share Posted November 27, 2009 that's a great place to start!i will go do some of those and post them asap. Quote Link to post Share on other sites
Springheel 4630 Posted November 27, 2009 Report Share Posted November 27, 2009 That would be great. We're badly in need of collision sounds for wooden planks, wooden chairs, and tools like axes, hammers, etc. TDM allows for a random selection of multiple sounds, so ideally we would like a few varations of each object. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Loopy 0 Posted November 27, 2009 Report Share Posted November 27, 2009 do they need to be stereo or mono OGG files?(i have not even looked in the DarkMod tool set yet) Quote Link to post Share on other sites
Goldchocobo 61 Posted November 27, 2009 Report Share Posted November 27, 2009 do they need to be stereo or mono OGG files?(i have not even looked in the DarkMod tool set yet) OGG files. All SFX are in mono. Ambient music/ambient sounds in stereo. Quote Link to post Share on other sites
Noisycricket 15 Posted November 27, 2009 Report Share Posted November 27, 2009 I think 44kHz is the highest frequency Doom3 will accept? What about 16 bit vs. others? I'm still confused on what all that means.... Quote Softer leathery shoe footstep sound set for stone Link to post Share on other sites
Springheel 4630 Posted November 27, 2009 Report Share Posted November 27, 2009 Valid sound files are 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Loopy 0 Posted November 29, 2009 Report Share Posted November 29, 2009 okay so i fired up Gold, Metal Age and Deadly Shadows to listen to collision sounds.to my ears it sounds like each item has 4 sounds and they make one sound per contact. so if you bump a bottle a sound happens,it falls over a sound happens,it hits the wall a sound happens,it falls to the floor a sound happens. wood, stone, metal and glass,4 base sounds per item with a few variations of each. but each incident has a single sound. is this correct? Quote Link to post Share on other sites
Loopy 0 Posted November 29, 2009 Report Share Posted November 29, 2009 another thought,there should be a 5th sound for cloth.mattresses, framed pictures, rugs and stuff like that. and do any items need a rolling sound?i guess the physics do not allow for rolling though. Quote Link to post Share on other sites
Goldchocobo 61 Posted November 29, 2009 Report Share Posted November 29, 2009 I think 44kHz is the highest frequency Doom3 will accept? What about 16 bit vs. others? I'm still confused on what all that means.... I've determined 44kHz in 24 bit is the best recording mode. Its almost universally standard at this point. 44kHz stands for the amount of "sound slices" per second, and 24bit (16bit, 32bit) is for the bit depth of the sound itself. All you need to understand is 32bit sounds to snappy or as too much high end (due to too much bit depth, reproducing sounds that the human ear does not like), and same goes for kHz. Also, the higher your kHz, the more cpu usage ie 98kHz is double that of 44kHz. 44kHz/32bit is teh win.. Quote Link to post Share on other sites
Noisycricket 15 Posted November 29, 2009 Report Share Posted November 29, 2009 okay so i fired up Gold, Metal Age and Deadly Shadows to listen to collision sounds.to my ears it sounds like each item has 4 sounds and they make one sound per contact. so if you bump a bottle a sound happens,it falls over a sound happens,it hits the wall a sound happens,it falls to the floor a sound happens. wood, stone, metal and glass,4 base sounds per item with a few variations of each. but each incident has a single sound. is this correct? Heya, yeah, incident has a single sound. The mod currently uses up to 4 sounds per item, but doesn't yet distinguish between what the object has impacted with[that i know of]. For that reason, i've been making sounds on hard wood, which kinda produces a sound exceptable for both stone [~60% of the floor surfaces?] and wood[~40% of floor surfaces?]. Quote Softer leathery shoe footstep sound set for stone Link to post Share on other sites
Springheel 4630 Posted November 29, 2009 Report Share Posted November 29, 2009 Actually, the code can distinguish between impacts on different kinds of surfaces, though I'm not really up to speed on how it works. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Noisycricket 15 Posted November 29, 2009 Report Share Posted November 29, 2009 Sorry Loopy, im an animation guy. When i tested that, i tried it on a mat and soft sofa, which didn't yield a difference. Looks like carpets do produce a soft thump sound and seems to be chosen from a variety of soft impact sounds rather than a dedicated sound for each item. Thats all the testing i have time for atm. Quote Softer leathery shoe footstep sound set for stone Link to post Share on other sites
Neb 3 Posted November 30, 2009 Report Share Posted November 30, 2009 All you need to understand is 32bit sounds to snappy or as too much high end (due to too much bit depth, reproducing sounds that the human ear does not like), and same goes for kHz. I figured it's kind of like your graphics card trying to render infrared too. Unless you're a reptile that REALLY likes videogames it would be fairly useless. Quote Link to post Share on other sites
Noisycricket 15 Posted December 5, 2009 Report Share Posted December 5, 2009 Any chance of making large and small crate and also pallet sounds? I can't produce the hollow sounds of a crate and don't have a spare pallet. Quote Softer leathery shoe footstep sound set for stone Link to post Share on other sites
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