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Recording collision sounds


OrbWeaver

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I bought a little MP3/WAV recorder for sampling environmental sounds for use in my music, and thought this would also be ideal for recording collision/impact sounds that are needed for the mod.

 

Do we have a list of what collision sounds are still required? I seem to recall a thread about it some time ago, but I can't find it.

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I don't know if we have an official list anywhere, but we could definitely use some wooden collision sounds (chairs, boards, wooden trays, etc).

 

I personally could use some dice sounds...dice being shaken and then tossed on a table.

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Well I couldn't find any dice, but I had a go with some small chess pieces which sound about the same, as well as some wood collisions between kitchen implements:

 

ftp://www.dramthethief.com/files/orb_wood_dice.zip

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  • 1 month later...

Sounds that would be VERY welcome imo...

 

Small metal object sounds. That tin can from Doom3 we are using for almost every little metal object is HORRBILE.

We use it for candle sticks, goblets, plates...

 

It really does sound like a tin can, so the Doom guys got that right, but everything we have in game is a solid cast metal object, they need more of a thud, thick solid sound.

 

Really just one or two of these are needed. Probably something like a metal bicycle crank, or maybe a hammer head... dropping on wood is probably best. I don't think the defs can take different sounds for different materials so dropping on wood is probably right in the middle and would suit the mod best overall.

Dark is the sway that mows like a harvest

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Sounds that would be VERY welcome imo... don't think the defs can take different sounds for different materials so dropping on wood is probably right in the middle and would suit the mod best overall.

 

I was wondering about that in fact, it would be ideal if the impact sound could be a function of both colliding surfaces/objects, but if this isn't possible I guess a fairly generic sound will need to be used.

 

@Orb: what type of recorder did you buy? I was pondering about getting one myself, a Zoom type, so I'm curious about yours and whether you're happy with it?

 

This is the one I got:

 

http://www.thomann.de/gb/tascam_dr_07.htm

 

I guess this fits in the midrange of portable recorders, not the absolute professional ones but better than the super-cheap "replacement dictaphone" type. It certainly does its job well, although perhaps there is a little more background noise than I expected (white noise and a very low-frequency below-audible-range signal), but maybe this is a function of my recording techniques.

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Ah, yes. I'm always ordering my music stuff from thomann. Got most of my equipment from there, except for guitars & amps.

 

I've been reading some reviews about the Zoom H4N recently (overall very positive feedback) so I might take that one, as I can use it for other band stuff too, not just recording the occasional sound effect for the mod.

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Ah, yes. I'm always ordering my music stuff from thomann. Got most of my equipment from there, except for guitars & amps.

 

I actually saw an advert for them in Computer Music magazine, they seem to be good value even with the cost of shipping to the UK.

 

I've been reading some reviews about the Zoom H4N recently (overall very positive feedback) so I might take that one, as I can use it for other band stuff too, not just recording the occasional sound effect for the mod.

 

Well that one definitely fits in the "professional" category as far as I can see, so I can't imagine you will have any problems with it.

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I don't think the defs can take different sounds for different materials

 

Are we sure about that? I thought we could, we just didn't have the sounds to do it.

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Are we sure about that? I thought we could, we just didn't have the sounds to do it.

 

Not positive. Just looking at defs yesterday and they are all:

 

'collision sound : tincan'

 

Doesn't say collision wood : tincan so I assumed that an entity could only have one.

Dark is the sway that mows like a harvest

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It's possible to define separate collision sounds for each material in the entityDef:

 

"snd_bounce_wood" ""

"snd_bounce_stone" ""

 

If that spawnarg is missing the default "snd_bounce" is used instead.

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