Title: I'm a Turtle's Custom Sounds Post by: Im a Turtle on February 15, 2011, 10:28:49 PM Hello, Im a Turtle
I'm going to be attempting to create custom sounds for this mod. I haven't ever played Warhammer and such so please bare with me. I'm aiming to give the community something good to improve this mod. First, Could someone tell me how the bolters should sound like in this mod? Should they be a flat boom like cannons or loud bangs like a 50. cal MG? Also are these sounds supposed to be realistic or sci fi movie type sounds? Space Marine Sounds: Tyranid sounds: Rough Drafts - NOT FINISHED MATERIAL: Genestealer Footsteps https://soundcloud.com/im-a-turtle/sets/genestealer-footsteps Carnifex SFX https://soundcloud.com/im-a-turtle/sets/tyranid-carnifex-sounds-rough Marine Bolter Variation Test1 https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Fplaylists%2F3970039 Title: Re: I'm a Turtle's Custom Sounds Post by: Typheron on February 15, 2011, 10:37:57 PM The bolters should sound as they do now, were currently happy with them.
Chrome has a list of things we could use. Title: Re: I'm a Turtle's Custom Sounds Post by: ChromeAngel on February 15, 2011, 10:58:53 PM Marine Sounds:
Tyranid Sounds:
If you think you can do better than any of the existing sounds give it a shot, I am always happy to upgrade what we have. Title: Re: I'm a Turtle's Custom Sounds Post by: Im a Turtle on March 03, 2013, 07:49:08 AM I'm back once more and currently going to attempt at some sounds.
Title: Re: I'm a Turtle's Custom Sounds Post by: Im a Turtle on March 04, 2013, 08:22:01 AM Alrighty, I've recently spruced up a batch of sound effects for the Carnifex just under 3 hours. Give feedback please, must improve to perfection!
http://www.mediafire.com/?egyepoukdt2aucw Also another question, anyone know of a good tutorial on adding new sounds into the sound scripts? NOT REPLACING SOUND FILES. Title: Re: I'm a Turtle's Custom Sounds Post by: ChromeAngel on March 04, 2013, 10:34:17 PM These sound great. You can add new sounds to the scripts easily, but that won't do anything unless it's triggered by something in the mod code. How's your C++ ?
Title: Re: I'm a Turtle's Custom Sounds Post by: Im a Turtle on March 05, 2013, 12:23:49 AM Extremely basic atm. Currently going through tutorials and such pertaining mainly around Source engine.
Title: Re: I'm a Turtle's Custom Sounds Post by: Im a Turtle on March 05, 2013, 09:58:24 PM Bolter variations are in. But i'm sort of running on vague descriptions of what i should do with the bolter sound. Should i replicated a sound that sounds like the bolter from this mod or the bolter from the 40k game?
If I do go for a 40k Bolter sound, it'll sound a bit odd since its a fully automatic weapon and the bolter in this game is a semi. https://soundcloud.com/im-a-turtle/sets/exterminatus-bolter-gun-sounds Anyways, I've modified the bolter sounds. Please point me in the right direction if i'm doing something wrong. Looking how to add the changed sounds into the game also. Like you pull the trigger, the game chooses bolt1, bolt2, bolt3, bolt4, etc as the firing sounds, making it sound more fluid. Title: Re: I'm a Turtle's Custom Sounds Post by: ChromeAngel on March 06, 2013, 09:24:52 PM in the scripts that specify the sounds used in-game you usually have a line like
Code: "wave" "player/footsteps/concrete1.wav" Instead you can have a section like this Code: "rndwave" so what you want to do is change the part of ex_alpah/scripts/game_sounds_weapons.txt that reads Code: "Weapon_Boltgun.Single" Title: Re: I'm a Turtle's Custom Sounds Post by: Im a Turtle on March 06, 2013, 11:06:27 PM Genestealer footsteps are in https://soundcloud.com/im-a-turtle/sets/genestealer-footsteps
Also thanks alot ChromeAngel! I'll be testing things out and probably posting a video. Another question ,what's the exact firing rate of the bolter atm? Gotta know this so i don't make sounds out of place of the firing rate. Title: Re: I'm a Turtle's Custom Sounds Post by: ChromeAngel on March 07, 2013, 08:34:01 AM The default bolter ROF is 1 shot every 0.4 seconds and the burst fire uses the same sound but every 0.208 seconds. Sever ops can tweak these with the ex_bolter_rof convar to make it fire faster or slower.
Title: Re: I'm a Turtle's Custom Sounds Post by: ChromeAngel on March 09, 2013, 12:36:38 PM FYI i've changed the 7.34 alpha code to call all these sounds and added them to the scripts, so they ill be included in this weeks test.
Title: Re: I'm a Turtle's Custom Sounds Post by: Im a Turtle on March 11, 2013, 01:02:57 AM Erh nuu! I didn't want those rough drafters in the merd yet! Hermergerd! I must dish out newer sounds before things get nasty!
Title: Re: I'm a Turtle's Custom Sounds Post by: ChromeAngel on March 11, 2013, 08:48:32 AM Don't blow a gasket, nobody else is complaining :P
New sounds are a breath of fresh air after so long. If you're worried about them i'll use the old sounds for the Beta (unless you tell me otherwise). Sorry, I don't know how to get sounds to overlap, rather than cutting off the previous sound. Using a different channel might work, but those are specified on a per script entry basis and I would really like to keep the boltgun single shot as a single entry. Title: Re: I'm a Turtle's Custom Sounds Post by: Valvatorez Jr.Commissar on March 11, 2013, 09:46:41 AM You should make them .wav instead of mp3. As the compression makes them sound worse.
Title: Re: I'm a Turtle's Custom Sounds Post by: ChromeAngel on March 11, 2013, 08:52:27 PM You should make them .wav instead of mp3. As the compression makes them sound worse. Source is actually quite touchy about what format of WAV it plays. I was amazed when the MP3s just worked. Title: Re: I'm a Turtle's Custom Sounds Post by: Im a Turtle on March 23, 2013, 11:30:46 AM Hello again. Been working on some bolter sound variants for the past week, but i can't test them because the sounds won't work when i replace the file name codes in the weapon sounds txt.
http://www.mediafire.com/?daoovgq08a4g6xc Inside the package: - Added space marine death sounds. - Alien shell impacts. - Heavy marine footsteps Currently working on sounds: - Genestealer, Warrior, Zoanthrope, etc. voice effects - Redo of Carnifex voice effects - Attack swing sounds - Tyranid death sounds Looking into texture artistry, 3d modeling+animation, Source engine coding+mapping. Hopefully more progress will be made in the next few weeks Title: Re: I'm a Turtle's Custom Sounds Post by: ChromeAngel on March 28, 2013, 11:32:13 AM Sorry it's taken so long to get back to you, i've been crazy busy here.
Source is very picky about what format of WAV it will play. Did you try the boltgun sounds as MP3s? I tested the footsteps in-game. It sounds like walking around with cardboard boxes on his feet. I listened to the marine vox stuff, i'm not sure about them at all. Maybe pitch shifting them down a bit will make them sound more "mariney"? FYI the effects for the marine voices we have so far are done in Audacity, using the "delay" effect. decay amt 1.0, delay time 0.03 and all the rest of the settings as default. Title: Re: I'm a Turtle's Custom Sounds Post by: Im a Turtle on March 30, 2013, 01:30:31 AM Sorry it's taken so long to get back to you, i've been crazy busy here. Source is very picky about what format of WAV it will play. Did you try the boltgun sounds as MP3s? I tested the footsteps in-game. It sounds like walking around with cardboard boxes on his feet. I listened to the marine vox stuff, i'm not sure about them at all. Maybe pitch shifting them down a bit will make them sound more "mariney"? FYI the effects for the marine voices we have so far are done in Audacity, using the "delay" effect. decay amt 1.0, delay time 0.03 and all the rest of the settings as default. The effects i've used in the voices: Goldwave - Slight Flanger effect Audacity - Same setup you've got except i have them on 5 # of echos They sound strange because they're just death screams, the voice effect that you told me would be more effective on normal voice acting, not a person screaming into a mic, heh. Sadly i don't have any equipment for voice acting. Also thanks for the feedback |