Fidcal 174 Posted September 25, 2009 Report Share Posted September 25, 2009 It's been noticed that player metal creep sound is no different to walk. It looks like none of the metal ones apart from walk are defined. Here is an example line for ceramic in tdm_player.def.... "snd_footstep_ceramic_crouch_walk" "tdm_footstep_tile_crouch_walk" There's a bunch of them for each material but no metal. I'm unsure what we need here. Quote Link to post Share on other sites
greebo 61 Posted September 25, 2009 Report Share Posted September 25, 2009 Well, we only have one walk sound for metal, nothing more. I think people are spoiled already by GoldChocobo's improved sounds where each move type is actually sounding differently. I think GoldChocobo was suggesting that he recorded a better version of the metal material with the various movetypes, but this probably won't make it into release 1. Quote Link to post Share on other sites
Fidcal 174 Posted September 25, 2009 Author Report Share Posted September 25, 2009 We can improvise something. For example, creep crouch has an almost infinitesimal alert value so could in fact be silent. Meanwhile we could perhaps use some of the other sounds. I'll do some tests to hear what the others sound like. Quote Link to post Share on other sites
New Horizon 524 Posted September 25, 2009 Report Share Posted September 25, 2009 It's been noticed that player metal creep sound is no different to walk. No no, that's not what I meant. I meant that the volume that the player hears should be lower, it's far too loud. The sound files don't need to be changed. As I was mentioning in the other post, the AI reaction is appropriate so no changes to what the AI is hearing, but the sound I'm hearing for feedback needs to be turned down a bit to sound like I'm creeping. No major changes. Quote Link to post Share on other sites
Fidcal 174 Posted September 25, 2009 Author Report Share Posted September 25, 2009 That's what I mean too. Is there some other way to reduce the volume? It looks to me like all the materials have different sounds for each one. Quote Link to post Share on other sites
greebo 61 Posted September 25, 2009 Report Share Posted September 25, 2009 We can copy the existing sound shader and use it for the metal creep sounds with a modified volume. Quote Link to post Share on other sites
Fidcal 174 Posted September 25, 2009 Author Report Share Posted September 25, 2009 You mean duplicate the shader and give it a different vol? I can do that if so. Quote Link to post Share on other sites
greebo 61 Posted September 25, 2009 Report Share Posted September 25, 2009 I can look into that issue tomorrow, if you're unsure. I'll use angua's PC for that, she's got the better sound system, to make sure I get the volumes right. Quote Link to post Share on other sites
Fidcal 174 Posted September 25, 2009 Author Report Share Posted September 25, 2009 You're going to duplicate and modify the actual sound file not the shader? Anyway, yes I'll be glad to leave it for you if you have time. Quote Link to post Share on other sites
greebo 61 Posted September 26, 2009 Report Share Posted September 26, 2009 You're going to duplicate and modify the actual sound file not the shader?No, I created another sound shader which is using the same files. The changes are in SVN, the creep sounds are -5dB quieter now. Please check it out and give feedback. Quote Link to post Share on other sites
Noisycricket 15 Posted September 27, 2009 Report Share Posted September 27, 2009 The foot step sounds made while walking over moss, from moss arrows, are very loud as well. Quote Softer leathery shoe footstep sound set for stone Link to post Share on other sites
Fidcal 174 Posted September 28, 2009 Author Report Share Posted September 28, 2009 Maybe the moss is slightly loud when perhaps it should be near silent but I quite like it for gameplay. Let's see what feedback we get when we go beta. Meanwhile, I tested metal and tile crouch, creep, etc. and they all now sound fine to me. Quote Link to post Share on other sites
Goldchocobo 61 Posted September 28, 2009 Report Share Posted September 28, 2009 Hey guysSorry I've been out of touch regarding sfx recording... I understand I said I would have carpet and metal done sooner then later. Well, unfortunately my studio is completely booked, and I don't have any available time to jam TDM recording in there. Eventually I can do it, but for the time being, I think we'll have to make due with the current carp/metal sfx we have so far. Quote Link to post Share on other sites
Fidcal 174 Posted September 28, 2009 Author Report Share Posted September 28, 2009 That's OK. They can always be enhanced later. For now they're pretty good methinks. Quote Link to post Share on other sites
greebo 61 Posted October 30, 2009 Report Share Posted October 30, 2009 @GoldChocobo: how high are the chances of improved metal footstep sounds for the next release? Not wanting to sound ungrateful (given the fact that you contributed a lot of studio time already), but it would be great to have quality metal footsteps in all movetype variations in-game. Quote Link to post Share on other sites
Goldchocobo 61 Posted October 30, 2009 Report Share Posted October 30, 2009 @GoldChocobo: how high are the chances of improved metal footstep sounds for the next release? Not wanting to sound ungrateful (given the fact that you contributed a lot of studio time already), but it would be great to have quality metal footsteps in all movetype variations in-game. I'll see what I can do, maaayyybe next weekend. Things are really tight for getting some free studio time. Quote Link to post Share on other sites
greebo 61 Posted October 30, 2009 Report Share Posted October 30, 2009 It's not a time-critical thing at all - if you're saying you can do them eventually I'm happy already. Quote Link to post Share on other sites
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