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Author Topic: Sound Effects  (Read 28670 times)
Grandmaster B
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« on: January 23, 2007, 01:20:30 AM »

Hello everyone,

Here is the link to my FTP where I will (hopefully) be submitting plenty of sound effects in the next couple of weeks. I've put the first one up there already and more should follow soon. I'm a fairly slow worker to start with but I build up speed with more confidence.

http://student.vfs.com/~sd23michael/

Please audition the sounds and tell me what you think. Be honest. These are for you. I would love to hear some feedback and not just whether the sounds suck or not. Please tell me why you like them and especially why you don't like them. Be specific, please. For example... too airy, too boomy, etc. If it's not at all what you are expecting then tell me what you want for that sound and I will resubmit a different one.

Also, please let me know if you need permutations of sounds for the game engine. It gets tedious listening to the same sounds over and over again.

I look forward to your feedback.

Grandmaster B
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« Reply #1 on: January 23, 2007, 11:18:35 AM »

Sounds pretty cool. Is that the slashing sound?
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Ripperhugme
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« Reply #2 on: January 23, 2007, 11:50:17 AM »

Sounds are good, who's doing the voice acting for this mod?
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Wolf
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« Reply #3 on: January 23, 2007, 02:18:06 PM »

god noise for the movement, but maybe have it last a couple milliseconds longer, it may be to quick
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Typheron
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« Reply #4 on: January 23, 2007, 02:28:36 PM »

as of right now theres no voice actors for this mod, we dont plan to have any voice related things in the first few version, and not at all if its deamed not neccicary. Thats what Voice Comms in HL2 if for after all.

The above is subject to change at a whim by the dev team.

What codec is the sound using? i cant seam to get it to play on any of the players available at my work.
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Grandmaster B
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« Reply #5 on: January 24, 2007, 06:00:47 AM »

There is no codec.

It's uncompressed .wav format: 24bit and 48KHz.

The 24bit might be a problem on some hardware. I'll upload a 16-bit version as well and see if that works.

As for length, ChromeAngel requested that the file be less than 500ms.

Cheers,

Grandmaster B
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Typheron
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« Reply #6 on: January 24, 2007, 10:07:13 AM »

weird they aint workign for me, although im not entirly supprised given this is a slightly older machine.

*edit*working fine now, and sounds good. Very swishy killly
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ChromeAngel
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« Reply #7 on: January 24, 2007, 07:52:37 PM »

Yes, well done, that sounds like exactly what we need Cheesy

I just tried it in-game and I get an error message saying
Quote
*** Invalid sample rate (48000) for sound 'weapons\knife\slash.wav'.


Yes it is the same .WAV (I renamed it).

I shall have a read up and see if I can find out what frequencies are valid.

[edit]
8 or 16-bit WAVs, up to 44KHz, mono or stereo, with all features supported.
Thanks to cyberman for helping me find that.
[/edit]
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zenarion
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« Reply #8 on: January 26, 2007, 09:07:00 PM »

So are you guys going to add any kind of voice makros?
Death/pain sounds, for both species?
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ChromeAngel
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« Reply #9 on: January 26, 2007, 10:03:48 PM »

Quote from: "zenarion"
So are you guys going to add any kind of voice makros?
Death/pain sounds, for both species?


Only sound effects like death/pain sounds are planned.  Fluff-wise it would only make sense to give the imperial team voice macros, practically that would give them unfair advantage, so I don't think they're right for EX.
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Alhaus
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« Reply #10 on: January 27, 2007, 02:32:39 AM »

would it be possable to make the voice comm. for the marines have a slight metalic mariney sound when the player speaks? So it sound more like a marine talking not a 12 year old... :wink:
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« Reply #11 on: January 27, 2007, 11:21:39 AM »

its kinda a added extra and not neccicary, im with chrome on the not bothering to do it.
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ChromeAngel
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« Reply #12 on: January 27, 2007, 02:08:00 PM »

Grandmaster B, I tried that latest Marine Knife.wav , it works great.  Now we have the WAV format I expect to hear much more from you soon  Cheesy
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Grandmaster B
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« Reply #13 on: January 27, 2007, 08:10:25 PM »

Hi ChromeAngel,

I was able to extract the placeholder sounds from the MDK using GCFscape. I've also been reading up on writing the scripts which seems easy enough. I should be able to play my sounds in the Mod which makes things a lot easier for me.

I'm currently working on the Thunderhawk sounds but need to try a few things in order for the sound to loop properly within the game. I'm using Pro Tools to edit the sounds. I might need to use another sound editor like Sound Forge or Cool Edit, etc. This way the loop information will be written in the audio file metadata. Loop files are kind of new to me so it's a learning process. I'm loving it though and it will come in handy later.

I'll have more sounds on the FTP very soon.

Cheers,

Grandmaster B
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