This is me trying to understand
This is me trying to understand
So here's what i get so far
engine.wav = is the sound the cycle makes as it moves, speeds up when it goes fast, and slows down as it gets slower.
cycturn.wav = the sound it makes when the cycle turns
extro.wav = ?
intro.wav = music for when it says "Ready?" and what not before a match/round (?)
dietron.wav = sound for dying... in tron
cyclrun.wav = ?
expl.wav = another name for dying? only goes in the sound directory?
are there size limitations?
is there a way to slow down how much the engine sound speeds up?
engine.wav = is the sound the cycle makes as it moves, speeds up when it goes fast, and slows down as it gets slower.
cycturn.wav = the sound it makes when the cycle turns
extro.wav = ?
intro.wav = music for when it says "Ready?" and what not before a match/round (?)
dietron.wav = sound for dying... in tron
cyclrun.wav = ?
expl.wav = another name for dying? only goes in the sound directory?
are there size limitations?
is there a way to slow down how much the engine sound speeds up?
- Lucifer
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OK, here's a list of sounds I'd like to have. I don't know that the default installation will have all of them, but I'd like to build slots to make them available, and in the meantime I'll at least need sounds to test with.
Brakes
Accelerator
Enter the game
Leave the game (both will be played when joining a server and also when entering a local game)
Begin of round
End of round
Begin of match (supersedes round start)
End of match
Man death sound (to go with an explosion, should have these options:
* Suicide
* Killed
* Team killed
...since those options are alread in the code)
Wall drop (nothing complex, for now...)
Sound when a new player joins (for players already there)
Zone spawn (I have one already)
Zone collapse
Player kicked
10 minute warning
5 minute warning
2 minute warning
1 minute warning
30 second warning
10 second warning
You have been kicked
You have been banned (please keep these two clean )
That's all I'm coming up with right now. Most of them are pushbutton effects and will be played exactly as they are. Only some will be modified based on conditions.
Anything we already have will be kept, of course. And you have to promise not to take it personally if we decide not to include any given sound in the default installation, and/or if someone comes along with a different one that we decide to keep. I'd like all voice sounds to be the same voice, so if you can even think of anything else an announcer might say and you've recorded some announcer sounds, send 'em in. If we decide to include them, it'll be nice if they're all the same voice.
An alternative fix for the voice issue is to heavily process the voice and give your notes on what you did to it. Then we might be able to use any voice if we can process it to sound the same. But it still has to sound good. And don't worry about your voice, I thought it was a good announcer voice when I heard you on Teamspeak. I'd take Joe's voice too, and voltsubito (if he showed up to give up more). If you want to throw simple effects on there like reverb or whatever, try to send a non-processed version as well. I'm really liking the idea of including LADSPA plugins and processing the samples when we load them, you know, to give third parties more options with their sound skins.
Brakes
Accelerator
Enter the game
Leave the game (both will be played when joining a server and also when entering a local game)
Begin of round
End of round
Begin of match (supersedes round start)
End of match
Man death sound (to go with an explosion, should have these options:
* Suicide
* Killed
* Team killed
...since those options are alread in the code)
Wall drop (nothing complex, for now...)
Sound when a new player joins (for players already there)
Zone spawn (I have one already)
Zone collapse
Player kicked
10 minute warning
5 minute warning
2 minute warning
1 minute warning
30 second warning
10 second warning
You have been kicked
You have been banned (please keep these two clean )
That's all I'm coming up with right now. Most of them are pushbutton effects and will be played exactly as they are. Only some will be modified based on conditions.
Anything we already have will be kept, of course. And you have to promise not to take it personally if we decide not to include any given sound in the default installation, and/or if someone comes along with a different one that we decide to keep. I'd like all voice sounds to be the same voice, so if you can even think of anything else an announcer might say and you've recorded some announcer sounds, send 'em in. If we decide to include them, it'll be nice if they're all the same voice.
An alternative fix for the voice issue is to heavily process the voice and give your notes on what you did to it. Then we might be able to use any voice if we can process it to sound the same. But it still has to sound good. And don't worry about your voice, I thought it was a good announcer voice when I heard you on Teamspeak. I'd take Joe's voice too, and voltsubito (if he showed up to give up more). If you want to throw simple effects on there like reverb or whatever, try to send a non-processed version as well. I'm really liking the idea of including LADSPA plugins and processing the samples when we load them, you know, to give third parties more options with their sound skins.
I'd rather just turn in non-processed, but all the same, you're going to have to help me learn how to record
I probably need a new mic, a real mic, either way, but is there a way to get rid of the buzz in the background?
EDIT: Never mind, i found Noise Removal in Audacity, Still any other specifications of what you'd want and advice in general is nice.
I probably need a new mic, a real mic, either way, but is there a way to get rid of the buzz in the background?
EDIT: Never mind, i found Noise Removal in Audacity, Still any other specifications of what you'd want and advice in general is nice.
- Lucifer
- Project Developer
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- Joined: Sun Aug 15, 2004 3:32 pm
- Location: Republic of Texas
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Some of the buzz is inevitable, you'd need a really expensive system to get rid of it. The way I deal with it in my music is I just live with it. I record at the highest possible gain for each track, drowning it out in each track. You can't hear it at all in the final mix.
Um, for making sound effects. You can do abstract sounds if you'd like. There's nothing saying that anything has to be a voice for an announcer. I've considered making 3..2..1 with metal hits (guitar+bass+drum, like an orchestra hit).
Good sound effects come in odd places. You play violin, right? Try using your violin to make noises. I could use a pick slide on my guitar for a grind noise, for example. Try tapping the body and recording that with various mic positions.
After you've gotten a basic sound, you can try postprocessing to turn it into something else. I once took a bass drum and turned it into a booming machine gun. Very nice (but very large, it got rejected ). I also took a cymbal crash and turned it into an explosion. Not very nice.
Try mixing several sounds together, like in audacity. I probably could take a bass drum and a cymbal crash, process each one as separate tracks, and turn it into a very satisfying explosion.
Make the samples 44.1khz.. The game will more than likely usually be played at 22.05khz, but SDL_mixer handles the resampling for us. So make them 44.1khz to give us the best possible fidelity for people whose systems can handle it. (I know, 44.1khz is only cd-quality yadayada, most consumer sound cards have it as a maximum, or they might go to 48khz. After you mix 3-4 sounds together, there's no noticeable difference)
Um, for making sound effects. You can do abstract sounds if you'd like. There's nothing saying that anything has to be a voice for an announcer. I've considered making 3..2..1 with metal hits (guitar+bass+drum, like an orchestra hit).
Good sound effects come in odd places. You play violin, right? Try using your violin to make noises. I could use a pick slide on my guitar for a grind noise, for example. Try tapping the body and recording that with various mic positions.
After you've gotten a basic sound, you can try postprocessing to turn it into something else. I once took a bass drum and turned it into a booming machine gun. Very nice (but very large, it got rejected ). I also took a cymbal crash and turned it into an explosion. Not very nice.
Try mixing several sounds together, like in audacity. I probably could take a bass drum and a cymbal crash, process each one as separate tracks, and turn it into a very satisfying explosion.
Make the samples 44.1khz.. The game will more than likely usually be played at 22.05khz, but SDL_mixer handles the resampling for us. So make them 44.1khz to give us the best possible fidelity for people whose systems can handle it. (I know, 44.1khz is only cd-quality yadayada, most consumer sound cards have it as a maximum, or they might go to 48khz. After you mix 3-4 sounds together, there's no noticeable difference)
- Lucifer
- Project Developer
- Posts: 8641
- Joined: Sun Aug 15, 2004 3:32 pm
- Location: Republic of Texas
- Contact:
There's only two that ship with the game, iirc. The cycle engine and the explosion. The rest (what there are) are one or both of these processed in the code.
There's supposed to be a moviesounds directory available at the same level as the moviepack directory, but I don't know what filenames are available in there, to be honest.
In linux, well, it's in a post higher up. Not sure for other platforms.
There's supposed to be a moviesounds directory available at the same level as the moviepack directory, but I don't know what filenames are available in there, to be honest.
In linux, well, it's in a post higher up. Not sure for other platforms.