Schatten Posted April 8, 2007 Report Share Posted April 8, 2007 Comperative Sound ListThis list contains pending requests and other status information on SFX. The proposed file name for each is given, but without iteration or loop appendix. SFX creators should feel free to create variations of each sound - variatio delectat. If you notice a needed sound that is not listed, or if you want to request a sound, this is the place. If you want to create a sound, announce it here before starting on it. Generic Object Interaction DefaultThe idea of this section is to provide sounds for anything that doesn't make a very special sound. If done well, these could provide interaction sounds for a large number of objects. Variations of each sound would probably be a good idea. If a certain type of sound is not listed under the specific material section, the default sounds apply. I have included metal and wood as extra target materials since they produce a very distinctive sound. Other hard target materials such as stone, marble, gravel and soft materials like grass and fabric have very similar sound properties, and are covered by the "hard" and "soft" characteristic respectively. I've also omitted hit (impact) sounds for small objects, since they are very similar to the scraping/clattering variants. mat_hard_small_over_soft.oggA small, hard object falling on/tumbling over soft ground Status: Not done yet mat_hard_small_over_hard.oggA small, hard object falling on/clattering over hard ground Status: Not done yet mat_hard_small_over_metal.oggA small, hard object falling on/clattering over metal floor Status: Not done yet mat_hard_small_over_wood.oggA small, hard object falling on/clattering over wooden floor Status: Not done yet mat_hard_large_hit_soft.oggA large, hard object falls on soft groundStatus: Not done yet mat_hard_large_hit_hard.oggA large, hard object falls on hard ground Status: Not done yet mat_hard_large_hit_metal.oggA large, hard object falls on metal floorStatus: Not done yet mat_hard_large_hit_wood.oggA large, hard object falls on wooden floorStatus: Not done yet mat_hard_large_over_soft.oggA large, hard object scraping over soft ground Needs to loopStatus: Not done yet (mat_hard_large_over_hard.ogg - I don't include this as a generic sound, because large objects create very distinctive sounds depending on material) mat_soft_small_over_hard.oggA small, soft object falling on/thudding over hard groundStatus: Not done yet mat_soft_small_over_soft.oggA small, soft object falling on/thudding over soft groundStatus: Not done yet mat_soft_small_over_metal.oggA small, soft object falling on/thudding over metal floorStatus: Not done yet mat_soft_small_over_wood.oggA small, soft object falling on/thudding over wooden floorStatus: Not done yet (mat_soft_large_over_soft.ogg - mat_hard_large_over_soft.ogg can be used, since this applies mainly to heavy objects) (mat_soft_large_over_hard.ogg - mat_hard_large_over_soft.ogg can be used, should sound very similar) mat_large_hit_water.oggA large object falling into waterShader: water_hit_by_large_objectStatus: Updated, needs implementation mat_medium_hit_water.oggA medium sized object falling into waterShader: water_hit_by_medium_objectStatus: Needs implementation mat_small_hit_water.oggA small object falling into waterShader: water_hit_by_small_objectStatus: Needs implementation mat_water_small_hit_water.oggA small stream of water hits a water surface (small fountain)Needs to loopStatus: Not done yet mat_water_medium_hit_water.oggA medium stream of water hits a water surface (bigger fountain, a small waterfall)Needs to loopStatus: Not done yet mat_water_large_hit_water.oggA waterfallNeeds to loopStatus: Not done yet mat_water_small_running.oggA small stream of water runningNeeds to loopStatus: Not done yet mat_water_medium_running.oggA medium stream of water running, a small riverNeeds to loopShader: water_medium_runningStatus: Needs implementation mat_water_large_running.oggA big river flows byNeeds to loopStatus: Not done yet mat_water_dripping.oggWater drippingNeeds to loopShader: water_drops_01Status: Needs implementation Wood mat_wood_plank_hit_hard.oggA wooden plank, broomstick falling on hard ground Status: Not done yet mat_wood_plank_hit_soft.oggA wooden plank, broomstick falling on soft groundStatus: Not done yet mat_wood_hollow_hit_hard.oggA crate falling on hard groundStatus: Not done yet mat_wood_hollow_hit_metal.oggA crate falling on metal floorStatus: Not done yet mat_wood_hollow_hit_wood.oggA crate falling on wooden floorStatus: Not done yet mat_wood_hollow_hit_soft.oggA crate falling on soft groundStatus: Not done yet mat_wood_large_over_hard.oggA large wooden object screeching over hard floor (a chair pushed over marble, for example)Needs to loopStatus: Not done yet mat_wood_large_damaged.ogg(material_wood_impact)Furniture, a wooden door, a crate recieving damageStatus: Needs renaming mat_wood_large_destroyed.ogg(material_wood_destroyed)Furniture, a wooden door, a crate is destroyedStatus: Needs renaming Metal mat_metal_small_over_hard.oggA metal rod, candlestick, cup falling on/tingling over hard groundStatus: Not done yet mat_metal_large_over_metal.oggA metal crate, chair or table screeching over metal floorNeeds to loopStatus: Not done yet mat_metal_large_damaged.oggLarge metal object being hit with a melee weaponStatus: Not done yet mat_metal_large_destroyed.oggLarge metal object falling apartStatus: Not done yet GlassCan be used for ceramic objects, too mat_glass_small_over_hard.oggA bottle, cup or vase falling on/tingling over hard groundStatus: Not done yet mat_glass_small_over_soft.oggA bottle, cup or vase falling on/tingling over soft groundStatus: Not done yet mat_glass_large_hit_hard.oggA big vase tumbling overStatus: Not done yet mat_glass_large_over_hard.oggA big vase being pushed over a hard floorStatus: Not done yet mat_glass_large_over_soft.oggA big vase being pushed over a soft floorStatus: Not done yet mat_glass_large_destroyed.ogg(material_glass_destroyed)A window or large brittle object is destroyedStatus: Needs renaming mat_glass_small_destroyed.oggA small bottle or cup is destroyedStatus: Not done yet Climbing climb_rope_hemp.oggThe creaking of a rope being climbedNeeds some varietiesShader: climb_rope_hempStatus: Done climb_ladder_metal_loose.oggA worn out, old metal ladder with loose stepsShader: climb_ladder_metal_looseStatus: Needs implementation climb_wall_vine.oggRustling and creaking, maybe some snapping of vine being climbedNeeds some varietiesStatus: Not done yet climb_wall_solid.oggThe pat-pat of hands and feetNeeds some varietiesStatus: Not done yet climb_wall_brittle.oggSmall pebbles falling, the pat-pat of hands and feetNeeds some varietiesStatus: Not done yet climb_pole_metal.oggThe hand-over-hand sound plus the hollow ring of a metal pipeNeeds some varietiesStatus: Not done yet Tool Sounds Food food_drink_small.oggGulping down a potionStatus: Not done yet food_drink_large.oggGulping down a larger drinkLower priorityStatus: Not done yet food_eat_soft.oggBite and eat soft food (Bread, Meat)Status: Not done yet food_eat_crunchy.oggBite and eat crunchy food (Apples, Cucumber)Status: Not done yet food_impact_soft.oggSplortch!Lower priorityStatus: Not done yet Magic spell_gen_cast.oggNot voice, but the sound effect of the spell manifestingStatus: Not done yet spell_gen_flight.oggThe spell/a magic projectile in flightStatus: Not done yet spell_gen_impact.oggThe spell/a magic projectile impactStatus: Not done yet (possibly varieties or different SFX for the respective type of magic that is cast. Lower priority) Melee club_metal_sheath.oggLarge metal club or hammer is attached to the weapon beltStatus: Not done yet club_metal_unsheath.oggLarge metal club or hammer is detached from the weapon beltStatus: Not done yet club_metal_swing.oggLarge metal club or hammer swooping through the airNeeds some varietiesStatus: Not done yet club_metal_impact.oggThe beautiful, distinct sound of flesh splatting, bone crushing and gore splattingNeeds some varietiesWe can possibly use the generic impact sounds of a large metal object for hammers and clubs hitting something other than fleshStatus: Not done yet club_wood_impact.oggThe Klunk! of wooden clubs and makeshift weaponsNeeds some varietiesStatus: Not done yet (Swing sounds of the metal variant can be used for a wooden club) blackjack_hit_head.oggBlackjack hitting a bare head/fleshShader: blackjack_hit_fleshStatus: Done blackjack_hit_helmet.oggBlackjack hitting a helmetShader: blackjack_hit_helmetStatus: Done blackjack_hit_wood.oggBlackjack hitting woodShader: blackjack_hit_woodStatus: Done blackjack_hit_metal.oggBlackjack hitting metalShader: blackjack_hit_metalStatus: Needs implementation sword_hit_wood.oggSword hitting woodShader: sword_hit_woodStatus: Done sword_hit_metal.oggSword hitting metal/stone/hard materialShader: sword_hit_mealStatus: Done sword_hit_flesh.oggSword hitting fleshShader: sword_hit_fleshStatus: Done claw_hit_flesh.oggA claw ripping through fleshShader: claw_hit_fleshStatus: Needs implementation melee_hit_water.oggA weapon impacts in waterShader: melee_hit_waterStatus: Done arrow_flight.oggArrow swooshShader: arrow_swooshStatus: Done arrow_broadhead_wood.oggBroadhead arrow impacts on woodShader: arrow_broadhead_woodStatus: Done arrow_broadhead_break.oggBroadhead arrow impacts and breaksShader: arrow_broadhead_breakStatus: Done arrow_broadhead_flesh.oggBroadhead arrow impacts into soft, yielding fleshShader: arrow_broadhead_fleshStatus: Done arrow_rope_deploy.oggRope arrow sticks and deployShader: arrow_rope_deployStatus: Done arrow_fire_impact.oggFire arrow impactShader: arrow_fire_hitStatus: Done arrow_gas_impact.oggGas hissingShader: arrow_gas_imapctStatus: Done arrow_water_impact.oggWater splashingShader: arrow_gas_imapctStatus: Done Misc flashbomb_arm.oggShort click when activating the flashbombStatus: Look up in stock sounds flashbomb_throw.oggThe swoosh of the thrown flashbombStatus: Look up in stock sounds flashbomb_impact.oggThe flashbomb sound. Ka-fshump.Maybe some varieties, probably in pitchStatus: Not done yet mine_arm.oggA short, mechanical sound. Gears whirling, a spring winding up.Status: Not done yet mine_disarm.oggMechanical, but relaxive sound.Status: Not done yet mine_explode.oggBoom.Needs some varietiesStatus: Look up in stock sounds Locks pin.oggPin click14 varietiesShader: lockpick_pin_01 - lockpick_pin_14Status: Done pin_fail.oggThe player messed up picking a tumblerShader: lockpick_pin_failStatus: Needs implementation pin_wrong_pick.oggThe lock can not be picked or is already open or a wrong pick is usedShader: lockpick_pin_wrongStatus: Needs implementation key_wrong.oggWrong key used on a lockCould use some varietiesStatus: Not done yet Object Sounds Furniture sink_faucet.oggRunning water from a kitchen sink faucetShader: frob_faucetStatus: Needs implementation Levers, switches and buttons lever_metal_large.oggA large metal lever, with cogs and mechanics soundingShader: frob_lever_metal_large_01, frob_lever_metal_large_02Status: Needs implementation lever_metal_small.oggA small metal lever, gears clickingShader: frob_lever_metal_small_01Status: Needs implementation Doors portcullis_iron_start.oggAn iron portcullis starts to ascend or descendStatus: Not done yet portcullis_iron_move.oggAn iron portcullis moves up or down, chains clinkingNeeds to loopStatus: Not done yet portcullis_iron_stop.oggAn iron portcullis stopps, clangingStatus: Not done yet door_wood_normal_spinny_open.ogg(door_open)Status: Needs renaming door_wood_normal_spinny_close.ogg(door_shut)Needs some varietiesStatus: Needs renaming door_wood_normal_spinny_locked.oggA normal sized, wooden door is tried to open, but it's lockedNeeds some varietiesStatus: Not done yet door_wood_old_normal_spinny_open.oggA creaky, wooden door is openedNeeds some varietiesStatus: Not done yet door_wood_old_normal_spinny_close.oggA creaky, wooden door is closedNeeds some varietiesStatus: Not done yet door_wood_big_spinny_open.oggA big, wooden door is openedNeeds some varietiesStatus: Not done yet door_wood_big_spinny_close.oggA big, wooden door is being closedNeeds some varietiesStatus: Needs renaming door_wood_big_spinny_locked.oggA big, wooden door is tried to open, but it's lockedNeeds some varietiesStatus: Not done yet door_wood_normal_slidey_open.oggA normal sized, wood door is slid openNeeds some varietiesStatus: Not done yet door_wood_normal_slidey_shut.oggA normal sized, wood door is slid closeNeeds some varietiesStatus: Not done yet (door_wood_normal_slidey_locked.ogg - locked sound for spinny door can be used) door_metal_normal_spinny_open.oggA normal sized, metal door is being openedNeeds some varietiesStatus: Not done yet door_metal_normal_spinny_shut.oggA normal sized, metal door is being closedNeeds some varietiesStatus: Not done yet door_metal_normal_spinny_locked.oggA normal sized, locked metal door is triedNeeds some varietiesStatus: Not done yet door_metal_normal_slidey_open.oggA normal sized, metal door is slid openNeeds some varietiesStatus: Not done yet door_metal_normal_slidey_shut.oggA normal sized, metal door is slid closeNeeds some varietiesStatus: Not done yet (door_metal_normal_slidey_locked.ogg - locked sound for spinny door can be used) door_stone_normal_slidey_start.ogg(rock_door_start)A normal sized, stone door is starting to slide openStatus: Needs renaming, needs shader door_stone_normal_slidey_move.ogg(rock_door_loop)A normal sized, stone door is slidingStatus: Needs renaming, needs shader door_stone_normal_slidey_stop.ogg(rock_door_stop)A normal sized, stone door is stoppingStatus: Needs renaming, needs shader door_stone_big_slidey_start.ogg(large_rock_start)A big stone door is starting to slide openStatus: Needs renaming, needs shader door_stone_big_slidey_move.ogg(large_rock_loop)A big stone door is slidingStatus: Needs renaming, needs shader door_stone_big_slidey_stop.ogg(large_rock_stop)A big stone door is stoppingStatus: Needs renaming, needs shader window_normal_slidey_open.oggA window is slid openStatus: Not done yet window_normal_slidey_close.oggA window is slid shutStatus: Not done yet window_normal_spinny_open.oggA window is openedStatus: Not done yet window_normal_spinny_close.oggA window is shutStatus: Not done yet Quote Link to comment Share on other sites More sharing options...
Springheel Posted April 8, 2007 Report Share Posted April 8, 2007 You can move/delete this, but just wanted to mention that it might be worth going through the existing D3 sounds--I know there are several impact sounds that would fill some of the ones you listed above, particularly the metal ones. 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 comment Share on other sites More sharing options...
Schatten Posted April 8, 2007 Author Report Share Posted April 8, 2007 Replying to this thread is fine, I think it will be useful for SFX creators to announce interest in creating sounds (to avoid having two people working on the same thing) or other people to post requests. I'll definitely go through the D3 stock sounds and look for usable stuff, just now I thought creating a list of "what are we needing" would be handy to get an overview. Quote Link to comment Share on other sites More sharing options...
comp-music Posted April 9, 2007 Report Share Posted April 9, 2007 I work on it.......... but now i prefer waiting the list Quote Link to comment Share on other sites More sharing options...
Schatten Posted April 17, 2007 Author Report Share Posted April 17, 2007 Ok, I've added a chunk of the "Tools" section. comp-music, if we're moving to slow for you: If you have a specific sound in mind you want to make, but which isn't covered by the list yet - feel free to ask here if we have need for such a sound. Quote Link to comment Share on other sites More sharing options...
Ishtvan Posted April 17, 2007 Report Share Posted April 17, 2007 I'd like to request rope climbing sounds. This would be something like the creaking of a standard hemp rope as you climb up and down, similar to the sounds in T2. We could also re-use it for climbing rope/cloth netting if needed. Quote Link to comment Share on other sites More sharing options...
SneaksieDave Posted April 18, 2007 Report Share Posted April 18, 2007 Do we have portcullis/sliding gate/sliding stone door sounds yet? I haven't checked for a while and am unaware if this was done already. Quote Link to comment Share on other sites More sharing options...
angua Posted April 18, 2007 Report Share Posted April 18, 2007 I've added some sliding door sounds some time ago (mostly modified tdm sounds). They're called large_rock_start, large_rock_loop and large_rock_stop and can be found in sfx/world/doors. Quote Link to comment Share on other sites More sharing options...
Schatten Posted April 22, 2007 Author Report Share Posted April 22, 2007 Further updated the list. Quote Link to comment Share on other sites More sharing options...
Schatten Posted May 5, 2007 Author Report Share Posted May 5, 2007 Updated with the new sounds. Coders, please report here after you used a new shader, so I can check them off. Quote Link to comment Share on other sites More sharing options...
Schatten Posted May 17, 2007 Author Report Share Posted May 17, 2007 Added sword soundsAdded melee weapon impact on waterAdded claw impact on flesh Updated pin soundsUpdated arrow swooshs Added a generic placeholder sound which can be used to pinpoint missing sounds/shaders\sound\meta\game\jorge.oggShader: jorge Quote Link to comment Share on other sites More sharing options...
SneaksieDave Posted June 20, 2007 Report Share Posted June 20, 2007 Request for Thief-style general "player is underwater" sound effect. I believe we're currently using some kind of Doom3 mystify ambient effect. I realize it probably cannot modulate the world sounds in some way, but perhaps a simple background type of sound would suffice (like an overlay) to simulate the effect. I have to run to work, but later I'll try to remember to shoot a movie with sound from Thief. Quote Link to comment Share on other sites More sharing options...
Schatten Posted June 20, 2007 Author Report Share Posted June 20, 2007 Request for Thief-style general "player is underwater" sound effect. I believe we're currently using some kind of Doom3 mystify ambient effect. I realize it probably cannot modulate the world sounds in some way, but perhaps a simple background type of sound would suffice (like an overlay) to simulate the effect. I have to run to work, but later I'll try to remember to shoot a movie with sound from Thief. I remember vaguely that you can set a lowpass filter in shaders, which would be what we needed. However, it would be impractical to do this because for every soundshader we would need to make a copy with a lowpass filter which is triggered when the player is underwater. (Unless you can implement logic in shaders and access global vars). Question to the coding dpt.: Would it be possible to set a global filter for all sounds? We would also have to exclude certain sounds (ambient, meta sounds) from that. Quote Link to comment Share on other sites More sharing options...
Crispy Posted June 21, 2007 Report Share Posted June 21, 2007 I remember vaguely that you can set a lowpass filter in shaders, which would be what we needed.Where did you see this? I can't spot anything immediately obvious in the sound interface. (The actual sound code isn't in the SDK, but if the functionality exists already we might be able to trigger it. Depends.) There is a function that triggers some kind of "slow motion" effect, and it looks like you might be able to trigger the effect while not actually slowing down the sounds, but I haven't tried this and it may or may not be what you're looking for anyway. Nothing in the SDK seems to use it. Quote My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares. Link to comment Share on other sites More sharing options...
SneaksieDave Posted June 21, 2007 Report Share Posted June 21, 2007 Even if external sounds can't be affected, a simple overlay type of sound like in Thief 2 would be fine:http://208.49.149.118/thedarkmod/temp/thief2_underwa2.wav Quote Link to comment Share on other sites More sharing options...
Schatten Posted June 21, 2007 Author Report Share Posted June 21, 2007 Where did you see this?http://www.iddevnet.com/doom3/sounds.phpI seem to have confused it with mask_lfe (sending the sound to the subwoofer exclusively) Sneaksie: There's a shader in place, called "underwater_bubbles", but the sounds seem not to be there? I have to look itno this... Quote Link to comment Share on other sites More sharing options...
Crispy Posted June 22, 2007 Report Share Posted June 22, 2007 http://www.iddevnet.com/doom3/sounds.phpI seem to have confused it with mask_lfe (sending the sound to the subwoofer exclusively)Ah, OK. I guess that's not useful for our purposes then, in which case we probably can't do anything in code to change the sound. At least until D3 gets GPLed. Quote My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares. Link to comment Share on other sites More sharing options...
Schatten Posted June 22, 2007 Author Report Share Posted June 22, 2007 Ah, OK. I guess that's not useful for our purposes then, in which case we probably can't do anything in code to change the sound. At least until D3 gets GPLed.We could try to use the OpenAL API directly I guess. I've read through the documentation, and it seems that vanilla OpenAL can't do filtering. It only offers a kind of plugin interface for effects, so you can trigger EAX functions, for example. Meaning, that for an effect like this to be also available for non-EAX systems, we would need to write our own low pass filter and manipulate the buffer with it. I'm tending towards just adding an overlay sound like Sneaksie suggested and be done with it. Quote Link to comment Share on other sites More sharing options...
greebo Posted March 29, 2008 Report Share Posted March 29, 2008 Do we have planned for player swimming sounds? We have a set of puddle sounds (sfx/movement/footsteps/movement_water*.ogg), but these are real footstep sounds, not suitable for swimming. If someone (phide?) could come up with something here, it can be implemented right away by filling in the value for snd_footstep_swim in tdm_player_thief.def. Quote Link to comment Share on other sites More sharing options...
phide Posted March 31, 2008 Report Share Posted March 31, 2008 Ahh...it's good to be back. Yeah, certainly. I'll take a listen to some of my references and figure out a good way to do it. Quote ron-jones.net Link to comment Share on other sites More sharing options...
Crispy Posted May 27, 2008 Report Share Posted May 27, 2008 I think I just realised one of the things I was missing about our doors... they don't creak when you start to close them! There's a clunk when they finishing closing, but they're totally silent before that. I think a creak would help make them feel a lot more real, and provide better feedback for the close action. This doesn't want a loud obvious noise; just a quiet subtle little creak to let you know the hinges are doing something. Ideally we'd want a few variations for different doors, too. Quote My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares. Link to comment Share on other sites More sharing options...
phide Posted May 28, 2008 Report Share Posted May 28, 2008 I have a few, but I don't know how they'd be triggered. Ideally, they need to play after the door open sound when a door is opened and before the door closing sound when a door is closed. Quote ron-jones.net Link to comment Share on other sites More sharing options...
greebo Posted May 28, 2008 Report Share Posted May 28, 2008 Just upload the sounds and I can take care of the rest. An issue on the tracker should be enough to remind me of it. Quote Link to comment Share on other sites More sharing options...
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