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Springheel

Adding Sound Fx

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I was just testing watermap, and I noticed we have a lot of things now using the default D3 sounds. What would it take to get our own sound effects added for the following things?

 

 

- drawing sword/sheathing sword

- swimming ambient/bubbles

- entering/leaving water

- splashes for footsteps or objects

- water arrow collision

- rope arrow collision and deployment

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I can work on swimming/ambient bubbles.

 

Also, when you say "water arrow collision", what are you referring to: are we doing water crystals, or is oDDity getting his gelatenous goo arrows?

 

PS: Just cuz I'm gonna try swimming/ambient bubbles, doesn't mean nobody else can do it, too. I'm all about us getting the best sounds in this game, so whoever makes them, it doesn't matter. Having a couple or a few options never hurt anyone either.

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PS - I see there might already be an underwater ambience in CVS:

http://forums.thedarkmod.com/index.php?showt...indpost&p=14953

ambient/ocean

underwater - theo (this sound is intended for while the player is underwater)

PS: That thread should probably be made a "sticky", if possible.

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I was just testing watermap, and I noticed we have a lot of things now using the default D3 sounds.  What would it take to get our own sound effects added for the following things?

- drawing sword/sheathing sword

- swimming ambient/bubbles

- entering/leaving water

- splashes for footsteps or objects

- water arrow collision

- rope arrow collision and deployment

 

- Sword: we have dummies that would work if they're edited some.

- Swimming: We have a really great ambient for this. No "bubbles" though

- Entering/leaving water: I think I have something

- Splashes for footsteps or objects: We have water footsteps but someone added other sounds to cvs. Not sure what this is about and I started a thread about it on the info board.

- Water arrow: Also think I have something here

- Rope: We don't have anything, but someone might be able to do it.

 

I'll see if we can have the sounds ready until next week. Would that be ok?

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We'll also need sounds for walking on carpet, walking on wood, stone, etc. Before this though, we should finalize the list of surfaces and put that in, so that we don't have to keep editing the names later.

 

I've got the code to detect this in sound prop, and D3 should be able to detect the surface and play the appropriate audible sound, yet I haven't been able to test it properly because we have no textures named with the surface types, and no actual sounds for walking on different surfaces.

 

*NOTE: It only needs to be one sound, since it can be brought up in volume and down in volume for the different movement speeds. I asked about this and was told we should do it that way a while ago, so the movement speeds are written to increase/decrease the volume of the sound appropriately.

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For footsteps, Theo had sent us these:http://208.49.149.118/TheDarkMod/audio/unf...tstep_human.zip

 

Found them in this thread:

http://forums.thedarkmod.com/index.php?showt...indpost&p=12726

 

I think the sounds need some polish, refinement and/or reworking after comparing to Thief 1's footstep sounds, but maybe the above could be used in the meantime? PS: Yes, Pak, all those footstep sounds are used in Thief 1 and/or Thief 2 (in case you were still wondering).

 

For the Thief 1 sounds, I think there might be a file missing. When Garrett jumps up and lands on metal, I think the sound is different than any of the ones in that ZIP. I know it's louder (which could obviously be just an increase in volume of one of the other metal WAVs), but I also think there's a different pattern to it; which is why I think it's a different sound altogether. Might be the same for the other surfaces; not sure.

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