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The Cvs Thread (old)


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Okey, whenever I commit new sounds to CVS, I'll post them here.

 

sfx/world

frob_instrument_harp1 - darkness_falls

frob_instrument_harp2 - darkness_falls

frob_instrument_harp3 - darkness_falls

 

ambient/underground

cave_ambient1a - darkness_falls

cave_ambient1b - darkness_falls

water_drip1 - saxmeister

water_drip2 - saxmeister

 

ambient/ocean

underwater - theo (this sound is intended for while the player is underwater)

 

ambient/church

church_theme1a - mrd

church_theme1b - mrd

gregorian_chant1a - muze

gregorian_chant1b - muze

gregorian_chant1c - muze

gregorian_chant2a - saxmeister

gregorian_chant2b - saxmeister

gregorian_chant2c - saxmeister

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  • 3 weeks later...

sfx/tools

mine_explode - pak

 

sfx/world

material_explosive_destroyed1 - pak

material_explosive_destroyed2 - pak

material_explosive_destroyed3 - pak

material_glass_destroyed1 - pak

material_glass_destroyed2 - pak

material_glass_destroyed3 - pak

material_glass_destroyed4 - pak

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  • 2 months later...

ambient/church

church_theme2 - shatten

 

ambient/city

ambient_twins1_loop - shatten

ambient_twins2_loop - shatten

 

ambient/factory

machine_hum_swirl1_loop - darkness

machine_hum_swirl2_loop - darkness

machine_hum_swirl3_loop - darkness

machine_hum_swirl4_loop - darkness

power_high3_loop - muze

 

ambient/forest

wolf1 - sax

 

ambient/mansion

ambient_humlow1 - shatten

mansion_theme2a - mrd

mansion_theme2b - mrd

mansion_theme3a - muze

mansion_theme3b - muze

mansion_theme4a - muze

mansion_theme4b - muze

trippystring2 - sax

 

ambient/ocean

shore3_distant - darkness

 

ambient/scary

ambient_hum1_loop - muze

ambient_hum2_loop - muze

ambient_musicbox1a - muze

ambient_musicbox1b - muze

 

ambient/underground

cave_ambient2_loop - sax

cave_ambient3 - muze

cave_ambient4 - muze

underground_theme2a - sax

underground_theme2b - sax

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  • 1 month later...

Finally sat down and went through a bunch of sounds, now CVS'ed. More to come..

 

ambient/church

gregorian_chant3 - drewb50

gregorian_chant3_loop - drewb50

 

ambient/factory

factory_theme2 - drewb50

factory_theme2_loop - drewb50

machine_noise6_loop -drewb50

machine_noise7_loop -drewb50

machine_noise8_loop -drewb50

machine_noise9_loop -drewb50

machine_noise10_loop -drewb50

steam_blow3 - drewb50

 

ambient/forest

animal_frog01 - drewb50

animal_frog02 - drewb50

cricket_oneshot - drewb50

outside_loop - drewb50

water_stream_loop - drewb50

 

ambient/ocean

harbor3_loop - drewb50

 

ambient/underground

animal_bats01 - drewb50

animal_bats02 - drewb50 (modification of bats01 by me)

 

sfx/game

mission_objective - schatten

mission_start - schatten

 

sfx/world

frob_chest_metal_open01 - drewb50

frob_chest_metal_close01 - drewb50

frob_drawer_open01 - drewb50

frob_drawer_open02 - drewb50

frob_drawer_close01 - drewb50

frob_drawer_close02 - drewb50

frob_frobber_switch - drewb50

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  • 1 month later...

ambient/city

city_ambient01 - drewb50

city_ambient02 - drewb50

 

ambient/factory

machine_noise11_loop - LiquidBronze (old sound)

 

ambient/forest

forest_theme1a - drewb50

forest_theme1b - drewb50

ambient01_loop - muze

ambient02 - muze

ambient03_loop - muze

ambient04_alienbirds_loop - muze

ambient05_loop - muze

 

ambient/mansion

ambient_hum01_loop - muze

ambient_hum02_loop - muze

ambient_hum03_loop - muze

 

ambient/scary

ambient_undead01 - drewb50

ambient_undead02_loop - drewb50

ambient_hum3_loop.ogg - muze

ambient_hum4_loop.ogg - muze

 

ambient/underground

cave_ambient5_loop - drewb50

cave_ambient6_loop - muze

cave_hum01 - muze

cave_hum02 - muze

cave_hum03 - muze

 

sfx/tools

key_use - drewb50

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  • 2 months later...

sfx/movement

human_carpet01 - theo

human_carpet02 - theo

human_carpet03 - theo

human_carpet04 - theo

human_grass01 - theo

human_grass02 - theo

human_grass03 - theo

human_grass04 - theo

human_gravel01 - theo

human_gravel02 - theo

human_gravel03 - theo

human_gravel04 - theo

human_metal01 - theo

human_metal02 - theo

human_metal03 - theo

human_metal04 - theo

human_snow01 - theo

human_snow02 - theo

human_snow03 - theo

human_snow04 - theo

human_stone01 - theo

human_stone02 - theo

human_stone03 - theo

human_stone04 - theo

human_tile01 - theo

human_tile02 - theo

human_tile03 - theo

human_tile04 - theo

human_wood01 - theo

human_wood02 - theo

human_wood03 - theo

human_wood04 - theo

movement_ladder01 - theo

movement_ladder02 - theo

movement_ladder03 - theo

movement_ladder04 - theo

movement_water01 - theo

movement_water02 - theo

movement_water03 - theo

movement_water04 - theo

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sfx/tools

blackjack_swing1 - pak (new version)

blackjack_swing2 - pak (new version)

blackjack_swing3 - pak

blackjack_swing4 - pak

sword_swing1 - pak

sword_swing2 - pak

sword_swing3 - pak

sword_sheath - pak (new version)

sword_unsheath - pak (new version)

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  • 3 months later...

Alright.

 

You know, I just thought of something, would it be a good idea to record SFX "placeholder" sounds like NH did with the voices? Would that make it easier for you to test? (Just a voice saying "broadhead wood" etc)

 

If nothing else it would be hilarious

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I think it's okay to just use D3 placeholders for now, no need to make poor NH record a bunch of action descriptions. :) That reminds me though, I was going to put all those AI alert status sounds in the base def file so that AI would use those if they didn't have their own sounds, for testing purposes.

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