Popular Post kyyrma Posted November 29, 2014 Popular Post Report Share Posted November 29, 2014 Having spent some time fiddling around with the audio side of mapping, I decided to compile a few sounds into a single package that can be used by other mappers. The amount of sound effects supplied with TDM is already very good, but a bit more variety can never hurt right? These sound effects are edited from original recordings or Creative Commons 0 material and are free to use in any way you like. Here you can see the full list of contents: To use these, simply download the sound add-on package and extract it into your root TDM folder. The files come with correct folder structure and a pre-made soundshader file. Keep in mind that if you use these in your FM you need to supply the files you have used and the .sndshd file alongside your mission - otherwise the players will not be able to hear the sounds. I'm hoping to compile a second batch of SFX somewhere down to road, so if anyone has requests or feels that specific areas of TDM sound effects are lacking, post in this thread and I'll see what I can do. 19 Quote FMs: In a Time of Need, Breaking out the Fence, Exhumed Link to comment Share on other sites More sharing options...
Bikerdude Posted December 1, 2014 Report Share Posted December 1, 2014 A lot of those sounds are unique and good enough to be added to the core mod, and are the file/s spot on also.Are all the sounds CC compatible..? as there are no credits in the shader def. Quote Link to comment Share on other sites More sharing options...
kyyrma Posted December 1, 2014 Author Report Share Posted December 1, 2014 I tried to make sure all the material used is CC0, so no credit necessary, but I will do a double check in case you want to add this to the core. Quote FMs: In a Time of Need, Breaking out the Fence, Exhumed Link to comment Share on other sites More sharing options...
Bikerdude Posted December 2, 2014 Report Share Posted December 2, 2014 Ta also don't forget to put your name in the shader def. Quote Link to comment Share on other sites More sharing options...
kyyrma Posted December 4, 2014 Author Report Share Posted December 4, 2014 (edited) I noticed OrbWeaver talking about the weak water stepping sounds, so I decided to try something out. Give these a listen: movement_water_01.oggmovement_water_02.oggmovement_water_03.oggmovement_water_04.ogg I tried to eliminate the sharp splashes and make it more of a wading sound. I'm not entirely satisfied with the result though. Edited December 4, 2014 by kyyrma Quote FMs: In a Time of Need, Breaking out the Fence, Exhumed Link to comment Share on other sites More sharing options...
Bikerdude Posted December 4, 2014 Report Share Posted December 4, 2014 I think he wants much lighter water based footsteps... Quote Link to comment Share on other sites More sharing options...
kyyrma Posted December 4, 2014 Author Report Share Posted December 4, 2014 I think he wants much lighter water based footsteps... I see Way for me to misunderstand the point... Quote FMs: In a Time of Need, Breaking out the Fence, Exhumed Link to comment Share on other sites More sharing options...
OrbWeaver Posted December 4, 2014 Report Share Posted December 4, 2014 I was thinking of the very shallow water (e.g. for puddles), which do indeed need to be made much lighter and shorter (IMO). However, Kyyrma's ones might be an improvement for the wading sounds that occur in slightly deeper water. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to comment Share on other sites More sharing options...
kyyrma Posted December 4, 2014 Author Report Share Posted December 4, 2014 These more like it? shallow_puddle_01.oggshallow_puddle_02.oggshallow_puddle_03.oggshallow_puddle_04.oggshallow_puddle_05.oggshallow_puddle_06.ogg Quote FMs: In a Time of Need, Breaking out the Fence, Exhumed Link to comment Share on other sites More sharing options...
OrbWeaver Posted December 4, 2014 Report Share Posted December 4, 2014 Getting there, although to my ears those are perhaps slightly too tinny. They remind me more of spitting out the mouthwash at the dentist's than walking through a puddle. Here are some test recordings I made in my bathroom. Unfortunately there is way too much background noise to make these usable, but these are in my opinion close to what we should be looking for. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to comment Share on other sites More sharing options...
kyyrma Posted December 4, 2014 Author Report Share Posted December 4, 2014 Getting there, although to my ears those are perhaps slightly too tinny. They remind me more of spitting out the mouthwash at the dentist's than walking through a puddle. Here are some test recordings I made in my bathroom. Unfortunately there is way too much background noise to make these usable, but these are in my opinion close to what we should be looking for. They are quite close to the ones I posted above, but I do see what you mean... I'll keep on working on this. Quote FMs: In a Time of Need, Breaking out the Fence, Exhumed Link to comment Share on other sites More sharing options...
Bikerdude Posted December 4, 2014 Report Share Posted December 4, 2014 Only difference I can hear between Kyyrma's and orbs are sample rate and volume. Quote Link to comment Share on other sites More sharing options...
Springheel Posted March 20, 2015 Report Share Posted March 20, 2015 Anyone fancy making some wooden ladder climbing sounds? I've been struggling all day to come up with something half-decent and I don't like anything I've come up with. 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 comment Share on other sites More sharing options...
demagogue Posted April 9, 2015 Report Share Posted April 9, 2015 I remember watching those behind-the-scenes videos and being amazed at the lengths foley artists go to for sounds to sound right ... and they usually don't have much to do with the original thing. Edit: Heh, should have noticed I'm responding to a month-and-a-half old post. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to comment Share on other sites More sharing options...
Anderson Posted September 25, 2016 Report Share Posted September 25, 2016 I think its hilarious how hes still going on about Japan. Im sorry, is this 1988?Who he?You are vague. Quote "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."... - 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe. Link to comment Share on other sites More sharing options...
Obsttorte Posted October 2, 2016 Report Share Posted October 2, 2016 Anyone fancy making some wooden ladder climbing sounds? I've been struggling all day to come up with something half-decent and I don't like anything I've come up with.Is this still needed? Do you mean something like this? https://www.freesound.org/people/hintringer/sounds/250020/ 1 Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to comment Share on other sites More sharing options...
Springheel Posted October 2, 2016 Report Share Posted October 2, 2016 I did come up with something passable eventually. 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 comment Share on other sites More sharing options...
Obsttorte Posted October 2, 2016 Report Share Posted October 2, 2016 Cool Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to comment Share on other sites More sharing options...
Bikerdude Posted October 2, 2016 Report Share Posted October 2, 2016 I did come up with something passable eventually.Do you still need these leaf foot steps sounds...? Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted October 2, 2016 Report Share Posted October 2, 2016 Do you still need these leaf foot steps sounds...?Here are some very rough ones I did outside on the few leaves I could find. The qaulity isn't perfect as I had to apply a noise filter in Audacity. - https://soundcloud.com/b1k3rdude/leaves-on-stone - https://soundcloud.com/b1k3rdude/leaves-sparce If either one is ok, I can slice them up for you etc. Quote Link to comment Share on other sites More sharing options...
Springheel Posted October 2, 2016 Report Share Posted October 2, 2016 I think the biggest problem with the current ones is that the sounds are too long...they keep playing for a second after you've stopped walking. 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 comment Share on other sites More sharing options...
Bikerdude Posted October 2, 2016 Report Share Posted October 2, 2016 ive looked all the foliag foot sounds and they are all roughly 0.5s long, so if the sounds are play beyond the the actual foot step then its a engine issue. @Gman/Steve, where do we check when the sound is being played as the player places a foot on the ground..? Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted December 7, 2016 Report Share Posted December 7, 2016 To use these, simply download the sound add-on package and extract it into your root TDM folder.Link broken Quote Link to comment Share on other sites More sharing options...
Dragofer Posted December 7, 2016 Report Share Posted December 7, 2016 Link broken Here it is:https://www.dropbox.com/s/bx4o3fitfqe6bm1/kyyrma_sfx.pk4?dl=0 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
grayman Posted December 7, 2016 Report Share Posted December 7, 2016 ive looked all the falling foot sounds and they are all roughly 0.5s long, so if the sounds are played beyond the the actual foot step then its a engine issue. @Gman/Steve, where do we check when the sound is being played as the player places a foot on the ground..? Sorry, I just stumbled across this question now ... It's handled in the source code for the player: void idPlayer::PlayFootStepSound(). Quote Link to comment Share on other sites More sharing options...
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