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Author Topic: I'm a Turtle's Custom Sounds  (Read 46446 times)
Im a Turtle
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« 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
« Last Edit: March 11, 2013, 12:01:48 AM by Im a Turtle » Logged

Typheron
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« Reply #1 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.
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ChromeAngel
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« Reply #2 on: February 15, 2011, 10:58:53 PM »


Marine Sounds:
  • We like the bolt gun sound as it is, but it does get terribly repetitive, a few variations on the theme would be nice.
  • The plasma pistol could use a custom sounds for firing, reloading, projectile in flight and plasma hit sounds.
  • For future cases i'd like to have versions with more bass for the rifle and cannon variations of the plasma pistol.
  • The terminator class could use some more solid, bass sounding footsteps.
  • More hurt/dying sounds

Tyranid Sounds:
  • Sounds for "firing" the zoanthrope's primary attack, projectile in flight and impact sounds.   This will be tricky, what sound does psychic powers make?
  • Talons swoosh and strike sounds for the upcoming genestealer
  • Hoof step, sprint, jump and pain sounds for th genestealer
  • A crushed metal + splat sound for when a carnifex crushes someone to death

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.
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Im a Turtle
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« Reply #3 on: March 03, 2013, 07:49:08 AM »

I'm back once more and currently going to attempt at some sounds.
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Im a Turtle
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« Reply #4 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.
« Last Edit: March 04, 2013, 06:12:23 PM by Im a Turtle » Logged

ChromeAngel
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« Reply #5 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++ ?
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Im a Turtle
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« Reply #6 on: March 05, 2013, 12:23:49 AM »

Extremely basic atm. Currently going through tutorials and such pertaining mainly around Source engine.
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Im a Turtle
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« Reply #7 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.
« Last Edit: March 06, 2013, 02:40:41 AM by Im a Turtle » Logged

ChromeAngel
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« Reply #8 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"
which specifies which sound file to play.

Instead you can have a section like this
Code:
"rndwave"
{
"wave" "player/footsteps/concrete1.wav"
"wave" "player/footsteps/concrete2.wav"
}
and when the game gets to to play the sound it picks one of the list WAVs at random.

so what you want to do is change the part of ex_alpah/scripts/game_sounds_weapons.txt that reads
Code:
"Weapon_Boltgun.Single"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"soundlevel" "SNDLVL_150dB"
"pitch" "95,105"
"wave" "weapons/boltgun/bolt.wav"
}
to include a rndwave section that lists all your custom bolter sounds.  The when you fire in-game it will pick a random shot sound to play from the selection.
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Im a Turtle
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« Reply #9 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.
« Last Edit: March 07, 2013, 01:23:26 AM by Im a Turtle » Logged

ChromeAngel
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« Reply #10 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.
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ChromeAngel
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« Reply #11 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.
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Im a Turtle
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« Reply #12 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!
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ChromeAngel
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« Reply #13 on: March 11, 2013, 08:48:32 AM »

Don't blow a gasket, nobody else is complaining  Tongue

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.
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« Reply #14 on: March 11, 2013, 09:46:41 AM »

You should make them .wav instead of mp3. As the compression makes them sound worse.
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