Well, i opened the topic here. I contains more than other topics. Ok, i made some funny moviesounds. i think they are funny. But i think they are very unusual xD Please dont forget the feedback!
Ps: With sine's Descentmoviepack its beautiful
Pss: New cyclrun.
Have fun with it
Moviesounds
Moviesounds
Reigning champion of: Sir-spam-a-lot 2011apparition wrote:You being able to kill so many players that quickly and efficiently is evidence that the community skill level must be dropping... Sad
Re: Moviesounds
extro.wav is empty.
You used your own voice to make them all? Very creative. They could use a little editing though, to make them more practical.
You used your own voice to make them all? Very creative. They could use a little editing though, to make them more practical.
Re: Moviesounds
I didnt know what i can "say" at extro.wav. And i made them in a few minutes, they are not optimal yet. Just recorded something, a little bit faster, a little bit louder, and here are there an echo
Reigning champion of: Sir-spam-a-lot 2011apparition wrote:You being able to kill so many players that quickly and efficiently is evidence that the community skill level must be dropping... Sad
- Phytotron
- Formerly Oscilloscope
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Re: Moviesounds
Ya know, this is the 'Graphical' section; there's a whole section called 'Auditory.' Maybe Tank or someone will move this?
To the contents, do you understand how these work? First, to use them in a 'moviesounds' pack/folder, you have to title the engine sound engine.wav, not cyclrun (that's for the default 'sound' folder). Secondly, the engine sound should generally be a lot shorter and not modulated—i.e., it should have a steady pitch. It gets looped and the cycle's speed/acceleration automatically determines the pitch. Third, it should be a lot smaller—1.5MB is way too big. Fourth, there's no reason to stick a blank sound file in there. If you can't think of anything, just leave it out.
To the contents, do you understand how these work? First, to use them in a 'moviesounds' pack/folder, you have to title the engine sound engine.wav, not cyclrun (that's for the default 'sound' folder). Secondly, the engine sound should generally be a lot shorter and not modulated—i.e., it should have a steady pitch. It gets looped and the cycle's speed/acceleration automatically determines the pitch. Third, it should be a lot smaller—1.5MB is way too big. Fourth, there's no reason to stick a blank sound file in there. If you can't think of anything, just leave it out.
- Dehato
- Average Program
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Re: Moviesounds
Pfft. This is the auditory section not the grafical lol and hey atleast he did something to change that annoying cyclerun dun be such a critic >.> nice sounds roze the dieing one sounds funneh XDPhytotron wrote:Ya know, this is the 'Graphical' section; there's a whole section called 'Auditory.' Maybe Tank or someone will move this?
To the contents, do you understand how these work? First, to use them in a 'moviesounds' pack/folder, you have to title the engine sound engine.wav, not cyclrun (that's for the default 'sound' folder). Secondly, the engine sound should generally be a lot shorter and not modulated—i.e., it should have a steady pitch. It gets looped and the cycle's speed/acceleration automatically determines the pitch. Third, it should be a lot smaller—1.5MB is way too big. Fourth, there's no reason to stick a blank sound file in there. If you can't think of anything, just leave it out.
- Phytotron
- Formerly Oscilloscope
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Re: Moviesounds
Yes, it was moved. It was in fact originally in the Graphical section.
Dehato, grow up and learn to spell with actual words, jackass.
Dehato, grow up and learn to spell with actual words, jackass.
- Tank Program
- Forum & Project Admin, PhD
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Re: Moviesounds
Yup, sure did move it.Jonathan wrote:Maybe Tank or someone did move this.