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Would like to offer my services for MUSIC, AMBIENCE, and SFX


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good grief.

i finally get everything ready to record and then i get a stinking nasty cold!

damn humans and their gross germs!

 

i have gathered everything that i could thing of that is in the Thief world.

tables, chairs, boxes, crates, plates, bottles, jars, cups, silverware, candle holders, stones, bricks, ropes, anvils, hammers, various tools, textiles, chains, dirt, swords, knives and many more things.

 

i am praying to the Master Builder that i can shake this cold real soon.

i am chomping at the bit to start recording all this stuff.

 

are all collision sounds one second long?

that seems to be what i am hearing in game.

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Ah, colds suck. I think my wife is coming down with one. <_<

 

are all collision sounds one second long?

that seems to be what i am hearing in game.

 

I don't think there's any rule they have to be 1 second long.

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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.

 

No offense intended, but that makes absolutely no sense. Bit depth has nothing to do with high-end frequency response, and the only way you can have "too much" is if data bandwidth is an issue.

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No offense intended, but that makes absolutely no sense. Bit depth has nothing to do with high-end frequency response, and the only way you can have "too much" is if data bandwidth is an issue.

 

Had to look it up, too:

 

http://en.wikipedia.org/wiki/Audio_bit_depth

 

A set of digital audio samples contains data that, when converted into an analog signal, provides the necessary information to reproduce the sound wave. In pulse-code modulation (PCM) sampling, the bit depth will limit quantities such as dynamic range and signal-to-noise ratio. The bit depth will not limit frequency range, which is limited by the sample rate.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Besides, a digital recording is just an approximation of an actual sound that existed in the environment -- if "too much" bit depth sounded unpleasant, then real life with its infinite "bit depth" must sound excruciating.

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In real life it's always "infinite". If a digital recording gets reproduced by a speaker there's no way for the membrane to move "bit-wise". When it moves from 5 to 7 it passes 6, no matter if it's in the data. :)

 

I can think of two reasons using a higher bit-depth: 1. increased dynamic range -- if your sound features low and high volumes you need enaugh "space" between these. 2. post production -- some digital effects deliver better results if you feed them with more data (due to interpolation loss).

 

In the end a decent recording equipment (low noise floor) is more important than wrecking your brain over the 16 vs. 24 bit question. B)

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  • 3 weeks later...
i am chomping at the bit to start recording all this stuff.

 

Any progress on this Loopy?

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long story short,

leaky capacitors on our motherboard ruined everything.

i just received a Mac laptop and desk top yesterday.

heading to The Shack soon to set it all up.

 

fingers crossed..............i have never dealt with Mac stuff before.

hopefully OS X 10.4.5 is compatible with the audio interfaces that we have there.

 

feel free to check the "shack cam" to see if i am pulling out the few hairs i have left,

or recording a large pile of hand selected junk for collision sounds!

http://shack.brizbomb.com/

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okay,

i FINALLY got The Shack recording Mac all hooked up and working.

i did a fairly extensive recording session of collision sounds.

so far i have glass, wood, and metal sounds and i will do stone, brick and tools/hammers next.

 

right now i am editing the sounds i made and converting them to OGG.

it turns out that i will already have well over 100 sounds and as i make more it seems that it could get out of hand real quick.

 

so how should i package them for ease of use?

i am labeling each sound by what material it is (glass-metal-wood-etc.)

but then what? should i zip 'em up or do you need them uncompressed?

>>i don't see anything on the wiki about it<<

 

also i can host them all on one of my sites and leave them there indefinitely if that helps.

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Cool. :)

 

We have a dedicated storage for uncompressed or work files (called sound_src) where we store the WAV and/or project files. From that source we generate the OGG files and push them into the regular darkmod SVN repository. If we ever have the need to go back and tweak on of those file, it's good to have the WAV files around so that we don't need to work with pre-compressed files.

 

Name the files as descriptive as possible. Although we have our own naming conventions in the end, it will make working with your files a lot easier.

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Besides, a digital recording is just an approximation of an actual sound that existed in the environment -- if "too much" bit depth sounded unpleasant, then real life with its infinite "bit depth" must sound excruciating.

 

Sorry to threadjack, but in response...

What I was loosely referring to as "too much high end" in super high bitrate/hz recording is called the Nyquist frequency. Although I was misleading with my references to bit depth, my point was in the matters of HZ.

I think 98khz is only required for sounds in which you are going to pitch bend/slow down a lot. Plus, there is the issue of your speaker membranes actually not being able to respond to the frequency's 98khz can capture, possibly creating strange artifacts as well ***. At this point we are venturing into the theory, though.

41khz is teh awsom, anyway :P

 

***This is a theory, though very arbitrary to the situation

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Great job loopy, I can't wait to hear it. Being an audio nut myself, I await (im)patiently to hear the results.

i hate to make "release date" predictions,

but i am seriously shooting for having a bunch of sounds up on the web by early next week.

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Great! It'd be great to see them implemented in 1.1.

 

We'll be packaging by next week if all goes well.

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well.................i am starting over.

i am in no way a professional recording artist, and i have to learn EVERYTHING the hard way.

 

i found that i need better equipment to get the quality of recordings that deserve to be in this mod.

so i am getting some Condenser Microphones, a better Mic Preamp and borrowing a real nice Digital Recorder.

 

and there is some talk about getting some free studio time from a couple people/studios that i know.

which would be awesome!

 

i will know more this weekend.

i might be slow but i want these sounds to be perfect!

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Why not upload some of what you already did so we can listen to it? An imperfect sound is better than none at all.

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well.................i am starting over.

i am in no way a professional recording artist, and i have to learn EVERYTHING the hard way.

 

i found that i need better equipment to get the quality of recordings that deserve to be in this mod.

so i am getting some Condenser Microphones, a better Mic Preamp and borrowing a real nice Digital Recorder.

 

and there is some talk about getting some free studio time from a couple people/studios that i know.

which would be awesome!

 

i will know more this weekend.

i might be slow but i want these sounds to be perfect!

 

Hey Loopy!

Don't be so quick to throw them away. Can I have a chance at a listen? I may be able to run it through some magic software to get them up to par!

It's the "raw material" that we really need.

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Yeah, it'd be a shame to delay the release of the 1.1; and a shame to miss the inclusion of these assets too!

 

While wanting to improve things is always progressive, sometimes the pursuit of perfection is its own hobgoblin! Don't let it interfere with development, please.

 

Let's hear 'em and if they can be improved further along... well that's what the system seems to be nicely set up for.

 

Deliver the goods!

 

Please and thanks.

Edited by aidakeeley

"A Rhapsody Of Feigned And Ill-Invented Nonsense" - Thomas Aikenhead, On Theology, ca. 1696

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oh man!

i wish i would have read your responses sooner.

 

right after i posted my failure.................i deleted everything in disgust. (i am my own worst critic)

 

it was not good though, in fact it was unacceptable!

i had way too much line noise (hiss) and it caused pops and clicks on both sides of every sound.

i spent a bunch of time trying to repair it but then the sounds lost allot of their depth on the high end and still had pops and clicks. (i hate muddy sounds)

 

also the mic's that i was using could not handle collision sounds very well.

it was too much impact on the cone or diaphragm or whatever you want to call it.

which made some sounds cut out at their peak, and other anomalies that i cant explain.

 

not to worry though, although i will miss the 1.1 release i am back on track and will work in smaller batches this time and will post them as i go instead of recording a mountain of stuff and then trying to edit it all.

 

i already have the better pre amp and i am getting the new mic's today and will be getting started immediately.

 

sorry for wasting your time with empty promises up to this point,

i will make it up to you i assure you.

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