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Posted

Sounds quiet nice, but a bit too short to really feel it.

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted

I dunno... Hearing that on repeat would be unpleasant after two cycles or more.

 

I am incapable of producing any music, so I really don't know what I am talking about... But! Some ambients are timeless. Like the piano ambient (mansion_piano02a) in TDM. It gives the atmoshphere, but it doesn't get old if you listen to it for a long while. I guess the secret is the rather long delays between the identifiable instrumental sections.

 

Reverse engineering how mansion_piano02a has been put together and incorporating your sample using the same recipe... The end result would work like this:

1) ambient hum, like an air conditioning or drafty halls. Could be low steady level wind.

2) out from the ambient hum, section 00:00 - 00:05 of your sample fades in. "...Dingggg Donggg..." Then fades back into the ambient hum.

3) ambient hum drones on for some moments.

4) out from the ambient hum comes 00:05-00:15 of your sample, again it fades back into the ambient hum.

5) and so forth.

 

That would give the location some spooky, ethereal feel. Would probably not suit a mansion, but maybe a magically distorted cave complex filled with undead.

  • Like 1

Clipper

-The mapper's best friend.

Posted (edited)

Sounds quiet nice, but a bit too short to really feel it.

I dunno... Hearing that on repeat would be unpleasant after two cycles or more.

It's a sample, and I think it sounds pretty good even if the volume is a little aggressive in the end.

 

Heck, make enough dope loops like this and they could be assembled in Audacity pretty easily to create a finished result (see "snd.crf/SFX" in your Thief 2 installation for more details).

 

Check these out (ordered by filesize):

 

 

swells2.wav

m04ring.wav

gregfull.wav

S0400.wav

m04lo.wav

L7_base1.wav

vlncalm1.wav

s01mel2.wav

s01mel1.wav

lowtrem.wav

L2_base1.wav

L14wail1.wav

L7_treeL.wav

L14wail2.wav

L7_baseM.wav

amb_low4.wav

wingedF.wav

L14wail3.wav

amb_low2.wav

amb_low1.wav

L14wail4.wav

amb_low3.wav

voicel1.wav

ambstart.wav

vln_hit4.wav

paglit1.wav

basement.wav

m10boing.wav

vln_hit2.wav

vln_hit3.wav

paglit2.wav

basemen2.wav

vln_hit5.wav

HUM2.wav

STS_amb1.wav

vln_hit1.wav

machlg06.wav

windele2.wav

m01tone7.wav

m01tone8.wav

windele5.wav

L14_wail.wav

windele1.wav

m01tone3.wav

paglit3.wav

windele4.wav

brassL.wav

windele3.wav

cave5.wav

cave4.wav

beatcym2.wav

m01tone5.wav

CAVE1.wav

m01tone6.wav

Windlit5.wav

m01tone4.wav

voxloop2.wav

windlit7.wav

SINGING1.wav

WIND3LO.wav

den3.wav

beatbel1.wav

windlit2.wav

FB4.wav

substr1.wav

SUBSON1.wav

subson4.wav

den2.wav

HUM.wav

m01tone1.wav

FB1.wav

plantbr2.wav

m01tone2.wav

den6.wav

RUMBLE1.wav

singing4.wav

den1.wav

windlit1.wav

WIND3.wav

WINDSTIL.wav

BELLTHMP.wav

tension1.wav

Portal.wav

m01drone.wav

airtone6.wav

FB3.wav

den4.wav

airtone3.wav

FB2.wav

wtr_holy.wav

trem__5.wav

airtone5.wav

FB6.wav

airtone2.wav

airtone1.wav

den5.wav

LOSTCITY.wav

fb10.wav

FB7.wav

FB8.wav

Lhouse.wav

btrem5.wav

cicad4.wav

btrem4.wav

FB5.wav

btrem2.wav

btrem1.wav

fb9.wav

trem__1.wav

trem__4.wav

btrem3.wav

THROBLO.wav

MINES2.wav

pbridge.wav

trem__2.wav

L7flut_3.wav

trem__6.wav

L7flut_2.wav

trem___3

 

Edited by jaxa
Posted

I dunno... Hearing that on repeat would be unpleasant after two cycles or more.

If it was reduced in volume and another/more ambients added, it would work then I imagine. Kinda like how our existing ambients work.

bhm_banner.jpg

Posted (edited)

Alright I'll keep trying I got tons of stuff to try out it was only a really small demo. I guess it was kinda loud at the end it because it was a chord being played I will automate the volume on that part if I use it.

Edited by c0mputer-fr0d

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