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Soundeffects Design Document


pakmannen

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This is a compilation of all the sounds we will need to create. This is the second version of this document, and is basically a list of all the filenames for the sounds. They should be pretty self-descriptive. Ex: (3) means there will be three versions of this sound, for variety. Note: This is soundeffects ONLY. No ambient sounds here

 

movement

---------

  • human_stone(3)
  • human_wood(3)
  • human_marble(3)
  • human_grass(3)
  • human_metal(3)
  • human_gravel(3)
     
  • zombie(3)
  • spider(3)
  • burrick(3)
     
  • movement_water(3)
  • movement_foliage(3)
  • movement_equipment(2)

tools

---------

  • sword_unsheath
  • sword_sheathe
  • sword_swing(2)
  • sword_stone(2)
  • sword_wood(2)
  • sword_metal(2)
  • sword_flesh(2)
  • sword_helmet(2)
     
  • blackjack_unsheath
  • blackjack_sheath
  • blackjack_swing(2)
  • blackjack_stone(2)
  • blackjack_wood(2)
  • blackjack_metal(2)
  • blackjack_flesh(2)
  • blackjack_helmet(2)
     
  • bow_unsheath
  • bow_sheath
  • bow_draw
  • bow_release
  • bow_arm
  • bow_disarm
     
  • arrow_broadhead_stone(2)
  • arrow_broadhead_wood(2)
  • arrow_broadhead_metal(2)
  • arrow_broadhead_flesh(2)
  • arrow_water(2)
  • arrow_moss(2)
  • arrow_fire(2)
  • arrow_gas(2)
  • arrow_noise(2)
  • arrow_rope(2)
  • arrow_swoosh(2)
     
  • lockpick_arm
  • lockpick_disarm
  • lockpick_pick(?)
     
  • key_pickup
  • key_use
     
  • mine_arm
  • mine_disarm
  • mine_deploy
  • mine_explode
     
  • flashbomb_arm
  • flashbomb_disarm
  • flashbomb_explode

world

---------

  • frob_door_metal_open(3)
  • frob_door_metal_close(3)
  • frob_door_wood_open(3)
  • frob_door_wood_close(3)
  • frob_door_portcullis
  • frob_door_locked
  • frob_door_unlocked
     
  • frob_frobber_button
  • frob_frobber_switch
  • frob_frobber_lever
     
  • frob_loot
  • frob_chest_metal_open(2)
  • frob_chest_metal_close(2)
  • frob_drawer_open(2)
  • frob_drawer_close(2)
  • frob_instrument_piano(2)
  • frob_instrument_harp(2)
  • frob_food_apple
  • frob_food_bread
  • frob_food_deerleg
     
  • material_stone_impact(3)
  • material_stone_destroyed(3)
  • material_wood_impact(3)
  • material_wood_destroyed(3)
  • material_glass_impact(3)
  • material_glass_destroyed(3)
  • material_porcelain_impact(3)
  • material_porcelain_destroyed(3)
  • material_metal_impact(3)
  • material_water_impact(3)
  • material_grass_impact(3)
  • material_gravel_impact(3)
  • material_marble_impact(3)
     
  • body_drag(2)
  • body_collapse(2)
  • body_impact(2)
     
  • element_fire_torch
  • element_fire_fireplace
  • element_fire_extinguish
  • element_fire_ignite

game

---------

  • mission_start
  • mission_end
  • mission_objective

Edited by pakmannen
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Arrows

 

    * Take out/Put away

    * Broadhead

    * Water

    * Fire

    * Moss

    * Gas

    * Noise

    * Rope(?)

 

You may want to indicate whether they are impact sounds or whether individual arrows have their own trajectory sound (which I don't see the need for). Broadheads will need impact sounds for bodies, as well as for wood and for hard surfaces.

 

We may also need different walking sounds for different AI...shuffling for zombies, clicking for spider legs, etc.

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We'll also need an 'objective completed' sound

a loot sound (I'd LOVE it if we could use the sound from Thief...) .

 

Also a drinking potion sound

A 'can't put this there' sound

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Objective complete is an ambient sound, as is the start of the mission sound and the oh no i have died a horrible death and must start over sound. (I'll start with an ambient design doc soon) Loot pickup is a soundeffect though, I'll add it to the list. (And yeah, the Thief lootpickup is greeat)

 

Drinking sound should be under the vocal category, I think.

 

Do we really need a can't put this there sound? I hated it in Thief 3.

Edited by pakmannen
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Objective complete is an ambient sound, as is the start of the mission sound and the oh no i have died a horrible death and must start over sound. (I'll start with an ambient design doc soon) Loot pickup is a soundeffect though, I'll add it to the list. (And yeah, the Thief lootpickup is greeat)

 

Drinking sound should be under the vocal category, I think.

 

Do we really need a can't put this there sound? I hated it in Thief 3.

Yup, the drinking sound would have to be done by the Thief actor. Once I get a few tests from different possible Thieves...I'll post them and everyone can vote for the winner. :)

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i did a test last night with my shure BG 2.1 (a dynamic will probably be the best way to get the sound, at least one witha better output, like the SM58)

i held it directly up to me taking a sip from a cup of water. then i placed the mic firmly against the space on my neck between the adams apple and the main tendon there, to get the "gulp" sound. it worked perfectly! not a good render sound quality wise, but you can get the idea from my little test.

 

peace

LB

 

 

 

thief gulp test

Edited by LiquidBronze
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  • 1 month later...

I would like this sound effect added to the Noises from World list:

* Foliage rustling

 

It was mentioned long ago that we thought it would be cool if bushes and trees made a subtle rustling sound if you walked through or brushed their leaves.

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  • 4 weeks later...

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