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Environmental Audio Treats.


jay pettitt

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I happen to have happened upon some semi decent field recording kit (portable stuff for recording environmental audio out in the sticks). If there's anything you need - owl hoots etc - then I might be able to help - maybe gimme a PM or something.

 

Here's a loopable of the clock at Peterborough Cathedral as an example (which you can use - assume it's creative commons non commercial, or commercial + attribution if you're reading this and commercial).

Edited by jay pettitt
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We definitely need a lot of sounds, all kinds of. Many of our footsteps and collisions are not very good or are just placeholders so we could use that kind of sounds.

 

Sure - If someone can put together a list of a few specific things I'll see what I can do.

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What we are badly in need of is collision sounds, Jay. Think of the kinds of movable things you might typically run into in a Thief mission--candlestick holders, chairs, swords, arrows, bottles. Chances are, we need a good series of collision sounds for it.

 

Generally, we make sounds for the object hitting a hard surface (3-4 samples), and then generic thuds for hitting soft surfaces. Right now we're re-using the same sounds for most objects and could really use some more distinctive ones, especially for wood objects (planks, small pieces of furniture, wooden mugs, etc).

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My advice is have a look in "sounds/sfx/movement", "sound\ambient\environmental", and maybe "sounds/sfx/world" and see what's NOT there.

 

And to get an idea of that, if you have Thief 2 installed open "RES/snd.crf" just like a .zip file, with WinZip or 7zip whatever, and in that open up the "SFX" folder and you'll see a monster list of sfx .wav files that you can play. Go down the list and see what's there and not in the Darkmod sfx folder (not to take it, of course, but just to know what TDM could still use).

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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