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Schatten's Pile Of Ambients


Schatten

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I will edit this first post whenever I add something new, to create a better overview. The new ones will be listed in the bump post.

 

Loops

http://www.m-tex.net/schatten/amb_basement01.ogg

http://www.m-tex.net/schatten/amb_basement02.ogg

http://www.m-tex.net/schatten/amb_city01.ogg

http://www.m-tex.net/schatten/amb_city02.ogg

http://www.m-tex.net/schatten/amb_city03.ogg

http://www.m-tex.net/schatten/amb_city04.ogg

http://www.m-tex.net/schatten/amb_clockwork.ogg

http://www.m-tex.net/schatten/amb_darkwood_full.ogg

http://www.m-tex.net/schatten/amb_desolate.ogg

http://www.m-tex.net/schatten/amb_inthedark.ogg

http://www.m-tex.net/schatten/amb_pagtunnel.ogg

http://www.m-tex.net/schatten/amb_twins1.ogg

http://www.m-tex.net/schatten/amb_twins2.ogg

http://www.m-tex.net/schatten/amb_voices01.ogg

 

One-Shots

http://www.m-tex.net/schatten/amb_hithigh01.ogg

http://www.m-tex.net/schatten/amb_hithigh02.ogg

http://www.m-tex.net/schatten/amb_hithigh03.ogg

http://www.m-tex.net/schatten/amb_hitlow01.ogg (Level-Start?)

http://www.m-tex.net/schatten/amb_hitlow02.ogg

http://www.m-tex.net/schatten/amb_hitlow03.ogg

http://www.m-tex.net/schatten/amb_hitlow04.ogg

http://www.m-tex.net/schatten/amb_hitlow05.ogg

http://www.m-tex.net/schatten/amb_item.ogg

http://www.m-tex.net/schatten/amb_loot.ogg

http://www.m-tex.net/schatten/amb_objective.ogg

 

Other (Themes?)

http://www.m-tex.net/schatten/amb_children2.ogg

http://www.m-tex.net/schatten/amb_kyrie.ogg

http://www.m-tex.net/schatten/amb_twins_full.ogg

Edited by Schatten
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All ecellent again, but I don't think the loot pickups have the right sound.

I guess everyone is just too attached to the T1/2 pickup, which is so perfect I can't imagine a replacment.

I think we already have one which is pretty similar to that.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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Good stuff.

 

basement1/2 - Already added the first one back when you first posted it. The second is great as well. I'll put it in the underground category if you don't mind.

 

clockwork - Also great. Should go in the factory folder. I had totally forgot about clockwork/mechanical sounds, so this was a good reminder. I'll add that subcategory to the factory-list at dotP.

 

darkwood/darkwood_full - Do you only want to use the _full version, or should we go with them both? Sound like themes. Are they meant to be pagan/woodise stuff? Also, you might wanna lower the bass just a little bit. It gets slightly piercing to the ear after a while.

 

pagtunnel - A nice, moody underground ambient/loop. (Which actually loops(!), something I usually have to whine about. :D )

 

twins1/2 - I added those some time ago too, the instant I heard them. :) (In the city folder if anyone wanted to know. They felt kinda city inspired.) It would be really cool if you could make a complete song/theme in this style! (That's almost an order ;) )

 

the hit sounds - Also useful stuff. And yes, hitlow01 could be used as level start sound. I'll add it in the next update.

 

item pickup - We actually already have that sound. Called tool_pickup, listed in: sfx/tools. (But the list is kinda confusing, especially if you don't sort the sounds after "name")

 

loot - Ahh. :) The loot pickup. Actually, we have one of those already as well. You might wanna get ahold of CVS soon so you can listen to everything that has been done. There are threads in the info board about installing/running CVS.

 

objective - This is great. I love it. Sounds better than the original Thief sound!

 

children(2) - Still not sure about having drums in an ingame track. Did you try bringing them back? Sorta hearing drums somewhere in the forest from far away? Otherwise it's a good track. You should also upload a version without any drums at all. We usually do this with themes that have some sort of distinctive sound, so that the level designer can decide if they want it or not.

 

Edit - Also, I have a sound called amb_caveloop in my Shatten folder. I think it was from your application thread or something. Do you want us to use this? Or improve it or anything?

 

Edit again - Also, when you upload a sound, feel free to mention in what category you'd like it placed. The full list of categories/folders can be found on dotProject. Oh, and check out the Dev Journal sub-forum. That's a good place to mention what you are currently working on, and post lists of the sounds you upload. That way it's easy to get an overview of what's being done.

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basement1/2 - ... I'll put it in the underground category if you don't mind.

 

clockwork - ... I'll add that subcategory to the factory-list at dotP.

 

...

 

Also, when you upload a sound, feel free to mention in what category you'd like it placed. The full list of categories/folders can be found on dotProject.

 

I'll leave categorizing (is that a word?) to you, because the filing will be better if done by one person. Also, feel free to rename any sounds, so they can be identified more easily later on. I've poked around a bit on dotP to see what is needed - mostly SFX so far, I'll have to try on that. I guess the ambients will crop up a little later. ;)

Hmm, do you think it would work to introduce a naming convention to the files?

I mean stuff like "filename ends with _L if loop-able".

 

darkwood/darkwood_full - Do you only want to use the _full version, or should we go with them both? Sound like themes. Are they meant to be pagan/woodise stuff? Also, you might wanna lower the bass just a little bit. It gets slightly piercing to the ear after a while.

 

Yes, this was intended mainly for pagan ambience - but I think it can do in other situations as well. I realize it's rather long for an ambient. The full version just goes on when the other version drops off - I like the long version better, but if it's too much I can cut it down. I'll drop the bass volume.

 

Oh yeah, before I forget... I always mix my sounds at full volume, as it is adjustable in game - I do not assume anyone will use them at this volume, the benifit from working at full volume is just that you always can turn them more silent - but if I make them too silent, making them louder would make them lossy.

 

twins1/2 - I added those some time ago too, the instant I heard them. :) (In the city folder if anyone wanted to know. They felt kinda city inspired.) It would be really cool if you could make a complete song/theme in this style! (That's almost an order ;) )

 

Hehe, thanks, I'll see to it.

 

 

All ecellent again, but I don't think the loot pickups have the right sound.

I guess everyone is just too attached to the T1/2 pickup, which is so perfect I can't imagine a replacment.

I think we already have one which is pretty similar to that.

 

item pickup - We actually already have that sound. Called tool_pickup, listed in: sfx/tools. (But the list is kinda confusing, especially if you don't sort the sounds after "name")

 

loot - Ahh. :) The loot pickup. Actually, we have one of those already as well. You might wanna get ahold of CVS soon so you can listen to everything that has been done. There are threads in the info board about installing/running CVS.

 

Ah yes, the loot pickup... You're of course right oDDity, nothing can quite replace the good ol' satisfying *shling*.

I was aware there already was a loot_frob (by Sax, no?), but my lack of CVS did prevent me from hearing it.

That's actually a problem. I'm on a 56k connection, and synchronizing a lot of music files (even compressed) would smother my poor modem with its own guts.

I'll have to rely on dotP and Forum information to see what's already been done. But look at it this way - I may do something double, but maybe we can use it otherwise. My loot_frob could make an Ok-ish sound for purchasing items in the loadout, for example.

 

objective - This is great. I love it. Sounds better than the original Thief sound!

 

I was rather unsure if it would work - btw, I think sounds that get played a lot in the game should have a good "beta-listen". They may sound good for a view times, but we need to be sure a player enjoys them still after the 624762345th time. I'd suggest to implement them in the game as early as possible, so we can see if the mappers come back to us with bleeding ears, torches and pitchforks after a while.

 

children(2) - Still not sure about having drums in an ingame track. Did you try bringing them back? Sorta hearing drums somewhere in the forest from far away? Otherwise it's a good track. You should also upload a version without any drums at all. We usually do this with themes that have some sort of distinctive sound, so that the level designer can decide if they want it or not.

 

I discussed this a bit on IRC, and we came to the conclusion that it wouldn't work in a level. Right now, I'm keeping it back to try it on a cutscene later. I shall try to make a version sans drums - putting them in the back didn't really work out.

 

Also, I have a sound called amb_caveloop in my Shatten folder. I think it was from your application thread or something. Do you want us to use this? Or improve it or anything?

 

I've been trying to make this one loopy, as of yet to no avail. Phased drones are a bitch to loop properly. Delete it from my folder for the time being, I'll post it again if I have it in usable format.

 

Oh, and check out the Dev Journal sub-forum. That's a good place to mention what you are currently working on, and post lists of the sounds you upload. That way it's easy to get an overview of what's being done.

 

Whoops, I missed this one. Hehe. Would it be ok if I keep this thread here so people can feedback, and do a sperate thread over there so you can keep track of things?

 

Also, thanks for the nice words all!

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Wow, I usually try to keep my mouth shut in the music threads, but I have to say "twins" and "children" are awesome!! (Everything else is excellent as well, and I was blown away by Darkwood back in the application thread, but right now those two just stuck out). The version of Children with drums could work very well for a cutscene or something, perhaps if we have a cutscene where the Thief watches a posh party, or a pagan ritual from afar or something, waiting for people to leave so he can get to work?

Edited by Ishtvan
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I'll leave categorizing (is that a word?) to you, because the filing will be better if done by one person. Also, feel free to rename any sounds, so they can be identified more easily later on. I've poked around a bit on dotP to see what is needed - mostly SFX so far, I'll have to try on that. I guess the ambients will crop up a little later. ;)

Hmm, do you think it would work to introduce a naming convention to the files?

I mean stuff like "filename ends with _L if loop-able".

Loopable sounds have a _loop at the end of their filenames. And feel free to try on some sfx!

 

Yes, this was intended mainly for pagan ambience - but I think it can do in other situations as well. I realize it's rather long for an ambient. The full version just goes on when the other version drops off - I like the long version better, but if it's too much I can cut it down. I'll drop the bass volume.

 

Cool.

 

Oh yeah, before I forget... I always mix my sounds at full volume, as it is adjustable in game - I do not assume anyone will use them at this volume, the benifit from working at full volume is just that you always can turn them more silent - but if I make them too silent, making them louder would make them lossy.

 

Yep, that's the way you should do it.

 

Ah yes, the loot pickup... You're of course right oDDity, nothing can quite replace the good ol' satisfying *shling*.

I was aware there already was a loot_frob (by Sax, no?), but my lack of CVS did prevent me from hearing it.

That's actually a problem. I'm on a 56k connection, and synchronizing a lot of music files (even compressed) would smother my poor modem with its own guts.

I'll have to rely on dotP and Forum information to see what's already been done. But look at it this way - I may do something double, but maybe we can use it otherwise. My loot_frob could make an Ok-ish sound for purchasing items in the loadout, for example.

 

Hmm, the actual sound portion of the mod is currently 50 megs. Would you be able to download a zip file that large?

 

I was rather unsure if it would work - btw, I think sounds that get played a lot in the game should have a good "beta-listen". They may sound good for a view times, but we need to be sure a player enjoys them still after the 624762345th time. I'd suggest to implement them in the game as early as possible, so we can see if the mappers come back to us with bleeding ears, torches and pitchforks after a while.

 

I think it will work, but yes, it should of course be tested. Not sure when the programmers will have objectives coded so we can actually test it ingame, but the sound is going up on cvs the next update.

 

I discussed this a bit on IRC, and we came to the conclusion that it wouldn't work in a level. Right now, I'm keeping it back to try it on a cutscene later. I shall try to make a version sans drums - putting them in the back didn't really work out.

 

Cool. Try the sans drums version.

 

I've been trying to make this one loopy, as of yet to no avail. Phased drones are a bitch to loop properly. Delete it from my folder for the time being, I'll post it again if I have it in usable format.

 

Aight

 

Whoops, I missed this one. Hehe. Would it be ok if I keep this thread here so people can feedback, and do a sperate thread over there so you can keep track of things?

 

Feedback/praise should be in this forum. The journal thing is only for documentation/keeping track of the work.

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  • 2 weeks later...

That is so emersive! Great job. I can imagine this with the subtle ambience of ocean waves crashing in the background.

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You mean kinda like this? Granted, this isn't an attempt at a finalized version. It's just a "mockup." I didn't have good ocean wave sounds to work from. I actually made the ocean wave sounds long ago and have just mixed them in here; nothing much more than that. Bottom line: Done for fun.

 

Schatten's amb_desolate with ocean waves added by DF

Edited by Darkness_Falls
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  • 1 month later...
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  • 2 weeks later...

Thanks, I appreciate the feeback.

 

Those three little loops were quite a bit of work, especially looping those f$%@ing chorused sounds...

 

Also, I'm looking forward to hear some new stuff from you. Your production quality is excellent.

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Thank you, as well. I'm looking forward to having time to do some things again (which will be very soon!).

"Without music to decorate it, time is just a bunch of boring production deadlines or dates by which bills must be paid."- Frank Zappa

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Sounds like a childrens' choir. Are there actual words or just random vowel and consonant sounds? Sounds very cool! Not very thief-like in my opinion, though.

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