Springheel 4676 Posted August 5, 2005 Report Share Posted August 5, 2005 Hey sound folk. Napalm is currently working on getting the main menu into the mod. Could you guys suggest an ambient track that you'd like to see playing during the menu sequence? It doesn't have to be the final one, but I'd like your recommendation on something we could use for the time being. 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 post Share on other sites
Schatten 6 Posted August 5, 2005 Report Share Posted August 5, 2005 Do we have a concept for the menu? I remember you posted some screenies, but if I recall correctly, you said the background was placeholder material. The menu ambient would depend on what's going on in the background, like the waves in T2X or the machinery in T2... If we have some action going on behind the menus (UT / Quake style), a menu ambient would be more likely a theme or song. Sorry if I'm asking stupid questions that all have been answered elsewhere, but my time is somewhat limited atm. Quote Link to post Share on other sites
pakmannen 1 Posted August 5, 2005 Report Share Posted August 5, 2005 I think we decided to have a city street of some kind as the "background". So anything Thief 3-cityish would probably do it. But how is this sound going to be added to the menu? Because if we're going to have a Radiant made level, we could add the music and any eventual soundeffects in the map directly, with the speaker entities. Then I guess there is some kind of option in the GUI editor to play a sound that way. If we're gonna have a lot of stuff happening on screen, guards walking by, torches flickering, carts rolling by etc, I think it would be wise to add them to the actual map file. More control over them that way. Quote Link to post Share on other sites
sparhawk 17 Posted August 5, 2005 Report Share Posted August 5, 2005 Check the Textures->Font thread for a discussion about the menu. Yes, it's not really the first place I would look for such a topic, but that's how threads work. Quote Gerhard Link to post Share on other sites
Springheel 4676 Posted August 5, 2005 Author Report Share Posted August 5, 2005 Eventually the plan is to have a city scene in the background. We may not be able to use an actual map though--we're still not exactly sure how to do it, or how many details it will have. We might wind up with a static screenshot with just one moving model (a signpost or something). My thinking was that some kind of score would play, and one or two sound effects would be heard--the creaking of a signpost or something. But regardless, all we need right now is something nice and atmospheric. Doesn't have to be what we'll use permanently. 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 post Share on other sites
Schatten 6 Posted August 5, 2005 Report Share Posted August 5, 2005 Ok, here's a rather traditional go at it.http://www.m-tex.net/schatten/amb_menu.ogg I know it's very silent, but I wanted to keep it inoffensive. Maybe a tad too ambient? Quote Link to post Share on other sites
Springheel 4676 Posted August 5, 2005 Author Report Share Posted August 5, 2005 Yeah, I think menu score needs a bit more going on. Something like the Twins would work. 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 post Share on other sites
Schatten 6 Posted August 5, 2005 Report Share Posted August 5, 2005 Okies, I will try something more melodic then. Btw, if it turns out we have to use a static picture, I'd prefer something hand made rather than a screenshot. I'm sure you can come up with something amazing. Quote Link to post Share on other sites
Springheel 4676 Posted August 5, 2005 Author Report Share Posted August 5, 2005 Something else we'll need is a little button click sound. I think something vaguely metallic-souding might work? 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 post Share on other sites
Schatten 6 Posted August 5, 2005 Report Share Posted August 5, 2005 Yeah, I actually tried around with that earlier. I imagine a small *shlick* sound when hovering over a menu point (like metal sliding over metal and finding a gap) and a distinctive metalish click sound for pressing. We'll also need a "Menu in" and "Menu out" sound. I picture something like winding up a clock here. Quote Link to post Share on other sites
Springheel 4676 Posted August 5, 2005 Author Report Share Posted August 5, 2005 Not sure about the menu in/menu out. We may or may not need that depending on how they go from one to the other. The other ideas sound good. Not too mechanical sounding, but something that suits the wrought-iron motif of the menu graphics. 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 post Share on other sites
Schatten 6 Posted August 5, 2005 Report Share Posted August 5, 2005 Sorry, I should clarify: as menu in/out sound I thought of the sounds played when accessing the menu while a game runs. On second thought, I don't even know if D3 has such sounds. Quote Link to post Share on other sites
Schatten 6 Posted August 6, 2005 Report Share Posted August 6, 2005 I tried a bit with the menu score, but didn't come up with anything good.Guess I'm out of the flow after listening to too many chip tunes. Anyways, I did a few menu sounds, but SFX isn't really my playground. http://www.m-tex.net/schatten/mnu_hover.ogghttp://www.m-tex.net/schatten/mnu_inout.ogghttp://www.m-tex.net/schatten/mnu_scroll.ogghttp://www.m-tex.net/schatten/mnu_select.ogg Quote Link to post Share on other sites
saxmeister 9 Posted August 8, 2005 Report Share Posted August 8, 2005 Well, if we do an active bkgnd then we would definitely need some ambient sounds to go along with the action. So, the music/ambient would need to be minimalistic. But, if we take the approach of a static background (hand painted/drawn by one of our fine artists!) then we could simply do the Thief 1/2 thing and have the ambient factory sounds. Remember that low rumble that would shake your subwoofers when it was played everytime you went to change something or save a game from the menu? Just my opinion.... I have some things which might work for this, but I'll go back and listen to what was in the originals. @Schatten: I really like the "chain" SFX for the menu. That's almost exactly what I had in mind. Great minds think alike, huh? -sax Quote "Without music to decorate it, time is just a bunch of boring production deadlines or dates by which bills must be paid."- Frank Zappa Link to post Share on other sites
Napalm 0 Posted August 12, 2005 Report Share Posted August 12, 2005 Sound effects implemented in menu Quote Link to post Share on other sites
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