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Posted

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.

bhm_banner.jpg

Posted (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.ogg

movement_water_02.ogg

movement_water_03.ogg

movement_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 by kyyrma
Posted

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.

Posted

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.

  • 3 months later...
Posted

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.

  • 3 weeks later...
Posted

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.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

  • 1 year later...
Posted

I think its hilarious how hes still going on about Japan. Im sorry, is this 1988?

Who he?

You are vague.

"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.

Posted

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/

  • Like 1

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

Posted

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.

Posted

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..?

bhm_banner.jpg

  • 2 months later...
Posted

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().

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