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Comperative Sound List

This 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

 

Default

The 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.ogg

A small, hard object falling on/tumbling over soft ground

Status: Not done yet

 

mat_hard_small_over_hard.ogg

A small, hard object falling on/clattering over hard ground

Status: Not done yet

 

mat_hard_small_over_metal.ogg

A small, hard object falling on/clattering over metal floor

Status: Not done yet

 

mat_hard_small_over_wood.ogg

A small, hard object falling on/clattering over wooden floor

Status: Not done yet

 

mat_hard_large_hit_soft.ogg

A large, hard object falls on soft ground

Status: Not done yet

 

mat_hard_large_hit_hard.ogg

A large, hard object falls on hard ground

Status: Not done yet

 

mat_hard_large_hit_metal.ogg

A large, hard object falls on metal floor

Status: Not done yet

 

mat_hard_large_hit_wood.ogg

A large, hard object falls on wooden floor

Status: Not done yet

 

mat_hard_large_over_soft.ogg

A large, hard object scraping over soft ground

Needs to loop

Status: 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.ogg

A small, soft object falling on/thudding over hard ground

Status: Not done yet

 

mat_soft_small_over_soft.ogg

A small, soft object falling on/thudding over soft ground

Status: Not done yet

 

mat_soft_small_over_metal.ogg

A small, soft object falling on/thudding over metal floor

Status: Not done yet

 

mat_soft_small_over_wood.ogg

A small, soft object falling on/thudding over wooden floor

Status: 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.ogg

A large object falling into water

Shader: water_hit_by_large_object

Status: Updated, needs implementation

 

mat_medium_hit_water.ogg

A medium sized object falling into water

Shader: water_hit_by_medium_object

Status: Needs implementation

 

mat_small_hit_water.ogg

A small object falling into water

Shader: water_hit_by_small_object

Status: Needs implementation

 

mat_water_small_hit_water.ogg

A small stream of water hits a water surface (small fountain)

Needs to loop

Status: Not done yet

 

mat_water_medium_hit_water.ogg

A medium stream of water hits a water surface (bigger fountain, a small waterfall)

Needs to loop

Status: Not done yet

 

mat_water_large_hit_water.ogg

A waterfall

Needs to loop

Status: Not done yet

 

mat_water_small_running.ogg

A small stream of water running

Needs to loop

Status: Not done yet

 

mat_water_medium_running.ogg

A medium stream of water running, a small river

Needs to loop

Shader: water_medium_running

Status: Needs implementation

 

mat_water_large_running.ogg

A big river flows by

Needs to loop

Status: Not done yet

 

mat_water_dripping.ogg

Water dripping

Needs to loop

Shader: water_drops_01

Status: Needs implementation

 

 

Wood

 

mat_wood_plank_hit_hard.ogg

A wooden plank, broomstick falling on hard ground

Status: Not done yet

 

mat_wood_plank_hit_soft.ogg

A wooden plank, broomstick falling on soft ground

Status: Not done yet

 

mat_wood_hollow_hit_hard.ogg

A crate falling on hard ground

Status: Not done yet

 

mat_wood_hollow_hit_metal.ogg

A crate falling on metal floor

Status: Not done yet

 

mat_wood_hollow_hit_wood.ogg

A crate falling on wooden floor

Status: Not done yet

 

mat_wood_hollow_hit_soft.ogg

A crate falling on soft ground

Status: Not done yet

 

mat_wood_large_over_hard.ogg

A large wooden object screeching over hard floor (a chair pushed over marble, for example)

Needs to loop

Status: Not done yet

 

mat_wood_large_damaged.ogg

(material_wood_impact)

Furniture, a wooden door, a crate recieving damage

Status: Needs renaming

 

mat_wood_large_destroyed.ogg

(material_wood_destroyed)

Furniture, a wooden door, a crate is destroyed

Status: Needs renaming

 

 

 

Metal

 

mat_metal_small_over_hard.ogg

A metal rod, candlestick, cup falling on/tingling over hard ground

Status: Not done yet

 

mat_metal_large_over_metal.ogg

A metal crate, chair or table screeching over metal floor

Needs to loop

Status: Not done yet

 

mat_metal_large_damaged.ogg

Large metal object being hit with a melee weapon

Status: Not done yet

 

mat_metal_large_destroyed.ogg

Large metal object falling apart

Status: Not done yet

 

 

 

Glass

Can be used for ceramic objects, too

 

mat_glass_small_over_hard.ogg

A bottle, cup or vase falling on/tingling over hard ground

Status: Not done yet

 

mat_glass_small_over_soft.ogg

A bottle, cup or vase falling on/tingling over soft ground

Status: Not done yet

 

mat_glass_large_hit_hard.ogg

A big vase tumbling over

Status: Not done yet

 

mat_glass_large_over_hard.ogg

A big vase being pushed over a hard floor

Status: Not done yet

 

mat_glass_large_over_soft.ogg

A big vase being pushed over a soft floor

Status: Not done yet

 

mat_glass_large_destroyed.ogg

(material_glass_destroyed)

A window or large brittle object is destroyed

Status: Needs renaming

 

mat_glass_small_destroyed.ogg

A small bottle or cup is destroyed

Status: Not done yet

 

 

 

Climbing

 

climb_rope_hemp.ogg

The creaking of a rope being climbed

Needs some varieties

Shader: climb_rope_hemp

Status: Done

 

climb_ladder_metal_loose.ogg

A worn out, old metal ladder with loose steps

Shader: climb_ladder_metal_loose

Status: Needs implementation

 

climb_wall_vine.ogg

Rustling and creaking, maybe some snapping of vine being climbed

Needs some varieties

Status: Not done yet

 

climb_wall_solid.ogg

The pat-pat of hands and feet

Needs some varieties

Status: Not done yet

 

climb_wall_brittle.ogg

Small pebbles falling, the pat-pat of hands and feet

Needs some varieties

Status: Not done yet

 

climb_pole_metal.ogg

The hand-over-hand sound plus the hollow ring of a metal pipe

Needs some varieties

Status: Not done yet

 

 

 

Tool Sounds

 

Food

 

food_drink_small.ogg

Gulping down a potion

Status: Not done yet

 

food_drink_large.ogg

Gulping down a larger drink

Lower priority

Status: Not done yet

 

food_eat_soft.ogg

Bite and eat soft food (Bread, Meat)

Status: Not done yet

 

food_eat_crunchy.ogg

Bite and eat crunchy food (Apples, Cucumber)

Status: Not done yet

 

food_impact_soft.ogg

Splortch!

Lower priority

Status: Not done yet

 

 

Magic

 

spell_gen_cast.ogg

Not voice, but the sound effect of the spell manifesting

Status: Not done yet

 

spell_gen_flight.ogg

The spell/a magic projectile in flight

Status: Not done yet

 

spell_gen_impact.ogg

The spell/a magic projectile impact

Status: Not done yet

 

(possibly varieties or different SFX for the respective type of magic that is cast. Lower priority)

 

 

 

Melee

 

club_metal_sheath.ogg

Large metal club or hammer is attached to the weapon belt

Status: Not done yet

 

club_metal_unsheath.ogg

Large metal club or hammer is detached from the weapon belt

Status: Not done yet

 

club_metal_swing.ogg

Large metal club or hammer swooping through the air

Needs some varieties

Status: Not done yet

 

club_metal_impact.ogg

The beautiful, distinct sound of flesh splatting, bone crushing and gore splatting

Needs some varieties

We can possibly use the generic impact sounds of a large metal object for hammers and clubs hitting something other than flesh

Status: Not done yet

 

club_wood_impact.ogg

The Klunk! of wooden clubs and makeshift weapons

Needs some varieties

Status: Not done yet

 

(Swing sounds of the metal variant can be used for a wooden club)

 

blackjack_hit_head.ogg

Blackjack hitting a bare head/flesh

Shader: blackjack_hit_flesh

Status: Done

 

blackjack_hit_helmet.ogg

Blackjack hitting a helmet

Shader: blackjack_hit_helmet

Status: Done

 

blackjack_hit_wood.ogg

Blackjack hitting wood

Shader: blackjack_hit_wood

Status: Done

 

blackjack_hit_metal.ogg

Blackjack hitting metal

Shader: blackjack_hit_metal

Status: Needs implementation

 

sword_hit_wood.ogg

Sword hitting wood

Shader: sword_hit_wood

Status: Done

 

sword_hit_metal.ogg

Sword hitting metal/stone/hard material

Shader: sword_hit_meal

Status: Done

 

sword_hit_flesh.ogg

Sword hitting flesh

Shader: sword_hit_flesh

Status: Done

 

claw_hit_flesh.ogg

A claw ripping through flesh

Shader: claw_hit_flesh

Status: Needs implementation

 

melee_hit_water.ogg

A weapon impacts in water

Shader: melee_hit_water

Status: Done

 

arrow_flight.ogg

Arrow swoosh

Shader: arrow_swoosh

Status: Done

 

arrow_broadhead_wood.ogg

Broadhead arrow impacts on wood

Shader: arrow_broadhead_wood

Status: Done

 

arrow_broadhead_break.ogg

Broadhead arrow impacts and breaks

Shader: arrow_broadhead_break

Status: Done

 

arrow_broadhead_flesh.ogg

Broadhead arrow impacts into soft, yielding flesh

Shader: arrow_broadhead_flesh

Status: Done

 

arrow_rope_deploy.ogg

Rope arrow sticks and deploy

Shader: arrow_rope_deploy

Status: Done

 

arrow_fire_impact.ogg

Fire arrow impact

Shader: arrow_fire_hit

Status: Done

 

arrow_gas_impact.ogg

Gas hissing

Shader: arrow_gas_imapct

Status: Done

 

arrow_water_impact.ogg

Water splashing

Shader: arrow_gas_imapct

Status: Done

 

 

Misc

 

flashbomb_arm.ogg

Short click when activating the flashbomb

Status: Look up in stock sounds

 

flashbomb_throw.ogg

The swoosh of the thrown flashbomb

Status: Look up in stock sounds

 

flashbomb_impact.ogg

The flashbomb sound. Ka-fshump.

Maybe some varieties, probably in pitch

Status: Not done yet

 

mine_arm.ogg

A short, mechanical sound. Gears whirling, a spring winding up.

Status: Not done yet

 

mine_disarm.ogg

Mechanical, but relaxive sound.

Status: Not done yet

 

mine_explode.ogg

Boom.

Needs some varieties

Status: Look up in stock sounds

 

 

Locks

 

pin.ogg

Pin click

14 varieties

Shader: lockpick_pin_01 - lockpick_pin_14

Status: Done

 

pin_fail.ogg

The player messed up picking a tumbler

Shader: lockpick_pin_fail

Status: Needs implementation

 

pin_wrong_pick.ogg

The lock can not be picked or is already open or a wrong pick is used

Shader: lockpick_pin_wrong

Status: Needs implementation

 

key_wrong.ogg

Wrong key used on a lock

Could use some varieties

Status: Not done yet

 

Object Sounds

 

 

Furniture

 

sink_faucet.ogg

Running water from a kitchen sink faucet

Shader: frob_faucet

Status: Needs implementation

 

 

Levers, switches and buttons

 

lever_metal_large.ogg

A large metal lever, with cogs and mechanics sounding

Shader: frob_lever_metal_large_01, frob_lever_metal_large_02

Status: Needs implementation

 

lever_metal_small.ogg

A small metal lever, gears clicking

Shader: frob_lever_metal_small_01

Status: Needs implementation

 

 

Doors

 

portcullis_iron_start.ogg

An iron portcullis starts to ascend or descend

Status: Not done yet

 

portcullis_iron_move.ogg

An iron portcullis moves up or down, chains clinking

Needs to loop

Status: Not done yet

 

portcullis_iron_stop.ogg

An iron portcullis stopps, clanging

Status: Not done yet

 

door_wood_normal_spinny_open.ogg

(door_open)

Status: Needs renaming

 

door_wood_normal_spinny_close.ogg

(door_shut)

Needs some varieties

Status: Needs renaming

 

door_wood_normal_spinny_locked.ogg

A normal sized, wooden door is tried to open, but it's locked

Needs some varieties

Status: Not done yet

 

door_wood_old_normal_spinny_open.ogg

A creaky, wooden door is opened

Needs some varieties

Status: Not done yet

 

door_wood_old_normal_spinny_close.ogg

A creaky, wooden door is closed

Needs some varieties

Status: Not done yet

 

door_wood_big_spinny_open.ogg

A big, wooden door is opened

Needs some varieties

Status: Not done yet

 

door_wood_big_spinny_close.ogg

A big, wooden door is being closed

Needs some varieties

Status: Needs renaming

 

door_wood_big_spinny_locked.ogg

A big, wooden door is tried to open, but it's locked

Needs some varieties

Status: Not done yet

 

door_wood_normal_slidey_open.ogg

A normal sized, wood door is slid open

Needs some varieties

Status: Not done yet

 

door_wood_normal_slidey_shut.ogg

A normal sized, wood door is slid close

Needs some varieties

Status: Not done yet

 

(door_wood_normal_slidey_locked.ogg - locked sound for spinny door can be used)

 

door_metal_normal_spinny_open.ogg

A normal sized, metal door is being opened

Needs some varieties

Status: Not done yet

 

door_metal_normal_spinny_shut.ogg

A normal sized, metal door is being closed

Needs some varieties

Status: Not done yet

 

door_metal_normal_spinny_locked.ogg

A normal sized, locked metal door is tried

Needs some varieties

Status: Not done yet

 

door_metal_normal_slidey_open.ogg

A normal sized, metal door is slid open

Needs some varieties

Status: Not done yet

 

door_metal_normal_slidey_shut.ogg

A normal sized, metal door is slid close

Needs some varieties

Status: 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 open

Status: Needs renaming, needs shader

 

door_stone_normal_slidey_move.ogg

(rock_door_loop)

A normal sized, stone door is sliding

Status: Needs renaming, needs shader

 

door_stone_normal_slidey_stop.ogg

(rock_door_stop)

A normal sized, stone door is stopping

Status: Needs renaming, needs shader

 

door_stone_big_slidey_start.ogg

(large_rock_start)

A big stone door is starting to slide open

Status: Needs renaming, needs shader

 

door_stone_big_slidey_move.ogg

(large_rock_loop)

A big stone door is sliding

Status: Needs renaming, needs shader

 

door_stone_big_slidey_stop.ogg

(large_rock_stop)

A big stone door is stopping

Status: Needs renaming, needs shader

 

window_normal_slidey_open.ogg

A window is slid open

Status: Not done yet

 

window_normal_slidey_close.ogg

A window is slid shut

Status: Not done yet

 

window_normal_spinny_open.ogg

A window is opened

Status: Not done yet

 

window_normal_spinny_close.ogg

A window is shut

Status: Not done yet

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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.

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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.

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  • 2 weeks later...

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. :)

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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.

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  • 2 weeks later...
  • 2 weeks later...

Added sword sounds

Added melee weapon impact on water

Added claw impact on flesh

 

Updated pin sounds

Updated arrow swooshs

 

Added a generic placeholder sound which can be used to pinpoint missing sounds/shaders

\sound\meta\game\jorge.ogg

Shader: jorge

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  • 1 month later...

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.

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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.

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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.

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.
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http://www.iddevnet.com/doom3/sounds.php

I 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.

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.
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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. ;)

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  • 9 months later...

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.

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  • 1 month later...

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.

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.
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