Tremulous Forum
General => Announcements => Topic started by: khalsa on April 19, 2010, 11:26:58 pm
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As Many of you know, Dolby is the main creator and curator of the vast majority of sound in Tremulous. Unfortunetly on many of these sounds, the license is either unknown or undocumented, as such many of them will have to be replaced.
I would like to start a collaborative effort to first identify the sources and licenses of all the sounds in Tremulous, and then eventually replace all the ones that are not CC-BY-SA.
I have started the wiki Page [wiki]Sound_Licenses[/wiki] to aid in this effort. Please help by editing that wiki page by writing the license next to the filename.
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Hi!
I checked the link in the wiki and it seems not every sound can be found at http://khalsa.mercenariesguild.net/tremsounds/. For example, I couldn't find the hive attack sound.
You can find the goon taunt (http://khalsa.mercenariesguild.net/tremsounds/player/level3/taunt.wav) in Hitman 2, in the mission "Murder at the bazaar":
http://www.youtube.com/watch?v=r1GgzdO76U0&feature=related#t=2m27
The quality of the video isn't perfect, but when I was playing this mission myself, I was 100% sure this was the same sound. I was like: "OMG! There's a GOON behind this wall! RUUUN!!!" ;D
Now that I watched the youtube video, I suspect that the hive sound I mentioned at the beginning, can be heard a bit later, in the bazaar (3:20, 3:46, 4:15; basically 3:20 through 4:30) but I haven't been able to compare it with Tremulous so that needs to be confirmed.
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that did sound like the goon roar wow. good ears. never played hitman 2 so i wouldnt know but nice catch.
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A lot of them are used a lot of places.
Sadly none of those places have licensing info attached :(.
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I think the goon roar is a camel roar slowed down. The original was played on youtube then slowed down. Bsuit COME ON is just the original COME ON slowed down half speed. Not sure about the others
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I hope you don't have to the change the granger sounds, that would be blasphemy.
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I think the goon roar is a camel roar slowed down.
Not true. In an Abram's show called Alias (which I abhor), there are about three instances where you hear a camel sound. It is precisely the same as the goon.
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Does this mean that most sounds must be remade? I can create a good vocal effect for the Bsuit in Audacity if anyone's interested...
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Tyrant sound was in Simpsons xD
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If anyone remembers the show 'Beast Wars', Rhinox makes the goon taunt when he transformers. Sounds like it anyway.
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As some said, the goon is a camel: http://www.youtube.com/watch?v=Fh9fvmatf94
And the Marauder is a bear: http://www.youtube.com/watch?v=HnJxAp6A_ho
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In the movie 2012 you can hear the goon taunt. It happened twice in the movie but the only scene I remember the sound in was when the elephants were flown by helicopter onto the arcs.
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In the movie 2012 you can hear the goon taunt. It happened twice in the movie but the only scene I remember the sound in was when the elephants were flown by helicopter onto the arcs.
Yes! I remember that too.
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All sounds comes from a CD that Timbo got for free.
Thus, they are perfectly legal to redistribute under any license Timbo wants.
Ask Timbo, he will confirm.
Otherwise, it would be illegal to release 1.1 (which would be a shame for a freeware game).
The ones who claim to hear those sounds in a commercial production, either hallucinating or just lying.
There are a few cases though. Timbo lent the CD to a few of his friends. Most notably Bill Gaets.
( He used the goon's taunt sound as the opening sound of "Windows 7.2 for Specials" )
By the way, Timbo is GOD
Game Over Dude
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lolwat?
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I don't think anyone was ever implying that whatever happened was illegal?
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a freecd? lmao xD
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If Timbo is unable to identify the license he originally used, I suggest that we don't waste time hunting for the existing sounds, let's just find sounds that we know are open for use. I've started looking through www.freesound.org and have a few sounds so far. I've started from the top. I don't know if I can get the full compliment of sounds, but I see that not all sounds are being used at present, unless certain maps can call up the additional sounds. The acid tube sound is a little tricky. I noticed that it kinda sounds like a door closing when it's sped up, so I've got a sound similar to it, but without the organic burbling. I'm hoping someone can help with that.
Is there any objection to suggesting new sounds?
Quick question, is there a particular format required for the sounds? Mono/stereo? 44,000kHz, wav/mp3/ogg/flac
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44100 mono wav
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44100 mono wav
What kev means is that the new audio samples must be in '.wav' file format (pcm or araw), 16 bit (or lower), and have a sample rate of 44100 Hz (or lower). The sample must be monophonic (instead of stereo) for the game's positional audio to function.
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According to #tremulous, the cc-sampling+ license that most of the sounds on freesounds.org use is not compatible with the cc-by-na 3.0 that we require
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As near as I can tell, the only difference is a lack of SA and the addition of NC. Is GPL compatibility that important?
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As near as I can tell, the only difference is a lack of SA and the addition of NC. Is GPL compatibility that important?
cc is gpl incompatible anyway. the issue is almost all distributions considering non-commercial clauses to be non-free.
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CC-BY-SA 2.0 is GPL compatible.
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the only way for a license to be gpl compatible is for it to allow relicensing under the gpl, cc-by-sa doesn't.
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Also we emailed the freesound people asking if they'd allow us to do the relicensing and did not receive a reply.
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I looked it up, and CC-BY-SA and CC-BY meet all the "free" requirements, but can't be GPL compatible as CC doesn't work for source. And plenty of licences are GPL compatible without mentioning the GPL.
But anyway, why was CC-BY-SA picked, and why not allow cc-sampling+ too? From a re-reading the only major difference is the NC bit, which will probably fall fowl to DFSG etc, but does that matter?
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I'd *really* rather stay way from noncommercial use only stuff. However you might be able to use CC by (SA) alongside the GPL as long as the CC by (SA) sounds don't *need* to be there in order for the program to run even though the licences are not strictly compatible.
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I looked it up, and CC-BY-SA and CC-BY meet all the "free" requirements, but can't be GPL compatible as CC doesn't work for source. And plenty of licences are GPL compatible without mentioning the GPL.
But anyway, why was CC-BY-SA picked, and why not allow cc-sampling+ too? From a re-reading the only major difference is the NC bit, which will probably fall fowl to DFSG etc, but does that matter?
As I understand the matter, GPL can only apply to source code. Many of the GPL requirements make no sense when applied to sound or image files. The basic idea of the GPL is: you are free to create derivative works, if they are licensed under the GPL too. So this corresponds mostly to the CC-BY-SA idea in spirit.
All CC licenses are considered GPL incompatible, but that would only matter if you combine the program and the media into one inseparable whole. As long as they are kept separate and each can be easily replaced without modifying the other, I'd think this a case of "mere aggregation" which the GPL explicitly allows.
I'd *really* rather stay way from noncommercial use only stuff. However you might be able to use CC by (SA) alongside the GPL as long as the CC by (SA) sounds don't *need* to be there in order for the program to run even though the licences are not strictly compatible.
I think whether the program runs or not without the sounds is irrelevant. What matters is that they are separated and each can be modified/replaced according to it's own license. If you use CC-BY-SA this means you can essentially distribute program and data under the same terms, any NC clause would probably mean that you can't distribute them together.
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My understanding of it is that as long as the original author of the sounds are credited, and a link to the CC license is available in the distributed work you can include CC sounds in GPL software. I looked up the fedora compatibility charts http://fedoraproject.org/wiki/Licensing#Content_Licenses. Now I'm not an expert, but if Fedora, (being as tight as they are won't even distribute or support mp3 playing out of the box) will accept CC-BY and CC-BY-SA I would think it's good enough for Trem. I propose that any sound that's good enough for Redhat to include in Fedora would be good enough for Trem.
I've found another site that might be of help (it's more limited in the number of sounds though) http:\\soundbible.com
Edit: I also reference the Debian License lists http://wiki.debian.org/DFSGLicenses CC-BY-SA is listed as compatible, plus a few more that are also media related
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The sampling+ licence is basically CC-BY-SA-NC, and is listing in fedoras "bad licences" list.
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The sampling+ licence is basically CC-BY-SA-NC, and is listing in fedoras "bad licences" list.
Totally agree now let's use the "Good" list and get on with finding good sounds. I've made a start on the ambiance sounds. I've already got up to 12 sounds (two three I made myself).
EDIT: I've noticed that the weapon sounds are in with the models. Has someone looked at the sound license for those? If not do we need new sounds for them all?
EDIT2: More Sound sites that I am looking at http://www.pdsounds.org, http://free-loops.com and http://www.mediacollege.com/downloads/sound-effects/
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For the sounds I thought that I would upload them in small batches rather than as a complete set. That way they are a smaller upload, smaller download and if I get stuck then there won't be issues with an incomplete (yet partially developed) set.
My first offering is the ambient sounds, by far I think the easiest to develop. I have added a file for the licensing information including links to the original sounds. If anyone has an issue with the way I've done this let me know. I can change things on the fly
EDIT: Added link to the PK3 file for instant inclusion
EDIT2: Removed Links because I've updated the sounds.
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We have sounds, nice.
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Were the sounds in 1.1 just not documented at all in the first place? If so I understand why we're on a much tighter leash with these. Also, it would be heresy to replace any of the granger sounds, even the *plop* from falling.
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Were the sounds in 1.1 just not documented at all in the first place? If so I understand why we're on a much tighter leash with these. Also, it would be heresy to replace any of the granger sounds, even the *plop* from falling.
I understand, from reading this that the sounds were undocumented... and yeah I agree, the hardest to replace will be the granger sounds, so if Timbo or someone can clarify where these sound comes from it will stop a lot of heartache (provided that it proves we can use them).
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Does this mean we will have new sounds ??? No! You are not gonna take away Mr. Granger's voice! Put me in the jail, just don't make granger lose it's voice!
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Call me extremely cynical, but I expect as soon as the release comes out, someone will come up with a patch using all the 1.1 sounds. :P
As for actually being helpful, I'm sure some other open source projects would make good pillaging grounds for sounds, nexuiz and open arena would be good for gun sounds/ambient/generic item noises etc.
Also, it would be very helpful to know exactly what had to be replaced. Is it literally everything (including the granger), or just a specific subset? Apologies if this has already been clarified.
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If this absolutely has to be done, would you consider bumping up the quality to 48khz too? (given that it's possible)
Most (every?) software mixer uses that as a sampling rate so it would mean a quality improvement for most people.
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...would you consider bumping up the quality to 48khz too? (given that it's possible)...
almost anything is possible, but Khalsa should answer that. I'm working on 44100 at the moment.
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No more Granger purr = no more Granger babies. :'(
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I thought I was just hearing things, but this thread makes that more unlikely :O
The basilisk sound can be heard in DDO (dungeons and dragons online): http://www.youtube.com/watch?v=wj2OU2UwKVI go to around 0:45 - 0:48 for the luls
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D:
friend :basilisk: needs new sounds nao!
Well actually, he kinda needs new ones(especially a new taut)
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D:
friend :basilisk: needs new sounds nao!
Well actually, he kinda needs new ones(especially a new taut)
Definitely the taunt. He sounds like a boar or something. I kinda like it's yell/scream thing when it jumps though, but it could be tweaked...
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D:
friend :basilisk: needs new sounds nao!
Well actually, he kinda needs new ones(especially a new taut)
friend basi the hat is really a kobold :O
the lies, the deception!
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OK, I've updated the Ambient sounds, and have two more packages for y'all to review. Please be constructive I'm not a professional at this, haven't had training, I'm just an average joe. Remember if you want to try these sounds out just put the pk3 files straight into the */data directory of tremulous and tremulous will overwrite your current sounds. If you want to return to the original sounds, just move or delete my sounds.
Ambient PK3 (http://dl.dropbox.com/u/6066476/fpsound-ambient-0.0.2.pk3)
Tube Building (http://dl.dropbox.com/u/6066476/fpsound-build-tube-0.0.2.pk3)
Alien Base General (http://dl.dropbox.com/u/6066476/fpsound-build-alien-0.0.1.pk3)
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I think this is totally wrong. If someone start complain (nobody will ever) "this is my sound, remove it!" then you say "sorry" and remove it. Solved.
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I think this is totally wrong. If someone start complain (nobody will ever) "this is my sound, remove it!" then you say "sorry" and remove it. Solved.
They can sue you ASAP though for copyright infringement if you DO use their sound w/o explicit permission.
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I think this is totally wrong. If someone start complain (nobody will ever) "this is my sound, remove it!" then you say "sorry" and remove it. Solved.
I see you have not yet experienced this thing we call the real world.
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<rant>
Besides the fact that Timbo broke the CC-BY-SA license by distributing the sounds without the proper attribution to the author. Now, that information is totally lost and we need to either find the author or get new sounds, it's simple. Khalsa's solution is to find the author, I think it's like finding a needle in a haystack, so my solution is to find new sounds. I want to be a part of the solution to getting 1.2 ready for distribution, and from what I hear this is one of the components that is missing. I'm not good at coding, I'm not good at modeling, but I have Audacity and a willingness to try the sounds, so as the saying goes, if you're not a part of the solution, you're part of the problem.
The question is now are you going to open your mind and listen to the sounds that I'm proposing or are you a closed minded, stuck in the mud traditionalist? I don't mind that people don't like the sounds, as long as you hear them, but don't go dismissing them because "They aren't the originals, it won't sound the same". Trying the sounds in-game is easy and the recommended way, just pop the pk3's into your Data directory and away you go.
The facts are, no-one has yet to find the license of one of the original sounds, I've offered 36 sounds with documentation to prove authenticity, and I am not going to stop there unless Khalsa or the rest of the dev team say "stop, don't bother, it's pointless, 1.2 is never going to come out" and/or "don't bother we won't use your sounds no matter how good or well documented they are"
</rant>
Sorry, I'm tired of whingers
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Its good to have people like you. That way the rest of us can sit back and whine about 1.2 not coming out (hopefully j/k).
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Pretty much all the alien sounds do have to be replaced. We realize people are pretty attached to them, but that's how it is. Probably that makes them the most difficult to find good replacements for.
Hope somebody has some farm animals and professional recording equipment. :]
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I think this is totally wrong. If someone start complain (nobody will ever) "this is my sound, remove it!" then you say "sorry" and remove it. Solved.
They can sue you ASAP though for copyright infringement if you DO use their sound w/o explicit permission.
ASAP? How long tremulous live and everything was ok? What will happen to you if you will upload commercial video on youtube? Nothing - only it will be removed. Tremulous is not commercial game, no money, no sales, no big deal. Nobody care about few sounds.
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I think this is totally wrong. If someone start complain (nobody will ever) "this is my sound, remove it!" then you say "sorry" and remove it. Solved.
They can sue you ASAP though for copyright infringement if you DO use their sound w/o explicit permission.
ASAP? How long tremulous live and everything was ok? What will happen to you if you will upload commercial video on youtube? Nothing - only it will be removed. Tremulous is not commercial game, no money, no sales, no big deal. Nobody care about few sounds.
You don't care. The dev team does.
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I think this is totally wrong. If someone start complain (nobody will ever) "this is my sound, remove it!" then you say "sorry" and remove it. Solved.
They can sue you ASAP though for copyright infringement if you DO use their sound w/o explicit permission.
ASAP? How long tremulous live and everything was ok? What will happen to you if you will upload commercial video on youtube? Nothing - only it will be removed. Tremulous is not commercial game, no money, no sales, no big deal. Nobody care about few sounds.
asap = as soon as possible.
And videos on YouTube get removed because otherwise YouTube will get sued.
And I'm pretty sure the devs dont wanna get sued.
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THANK YOU Spork. And Meisseli. What many people don't realize when they put those videos on youtube is how much trouble youtube could actually get in if it's left unchecked. People have sued for such ridiculous things like getting burnt by coffee but not being warned it was hot. They'll attack people for infringement no problem.
I know that it hasn't happened yet, but that's the thing: the dev team doesn't want it to happen at all.
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I don't expect any lawsuits coming at the devs, but it's better to do something about it now when you have the time to do it properly than wait for a lawsuit and then have to change them in a hurry (also you'd probably still have to pay fines / legal expenses even if you remove them at that point).
Also (afaik) the sound licenses are one of the reasons why tremulous-data cannot enter the debian/ubuntu main distribution at the moment. Getting into main may attract a few new players to Tremulous.
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the issue is finding someone in the community that can do it for you. we got tons of people who can code and a few who can map but i doubt we got many sound engineers that would be willing to put time into making new sounds
we prob don't really need a pro to do the sounds though you could prob make some awesome alien sounds playing around with a sfx generator same with gunshots/etc the only real issue would be voice-acting if you need to replace the taunts
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Did tremfusion do some taunts for their vsay project?
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I think Vort did some stuff like that yeah...
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SWEET, if we can pull some of the tremfusion stuff (provided they have the right documentation) we can add that.... can someone else do that please?
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SWEET, if we can pull some of the tremfusion stuff (provided they have the right documentation) we can add that.... can someone else do that please?
i think they made it themselves so licensing shouldn't be an issue although getting a hold of them might be hard haven't seen any work from tremfusion group in a LONG time maybe someone who frequents trems IRC can get in contact with their group and get permission/etc ofcourse its prob best done by 1 of the devs instead of some random dude that lurks in trem forums
i cant find the vsays but i did find while looking that they have done some music too: http://www.tremfusion.net/wiki/Contributing_Musicians (http://www.tremfusion.net/wiki/Contributing_Musicians)
might be worth looking at
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I think all the sound stuff was by Vortexx, I'll give him a nudge about all this.
(and yes, the music is awesome)
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the issue is finding someone in the community that can do it for you. we got tons of people who can code and a few who can map but i doubt we got many sound engineers that would be willing to put time into making new sounds
we prob don't really need a pro to do the sounds though you could prob make some awesome alien sounds playing around with a sfx generator same with gunshots/etc the only real issue would be voice-acting if you need to replace the taunts
Now that school is over for me I can actually see about spending time to engineer stuff. I have limited equipment though, but if I babysit for this guy I know, he'd let me use his extensive studio that he has. But that's a big IF b/c my friend's already the dedicated babysitter.
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Now that school is over for me I can actually see about spending time to engineer stuff. I have limited equipment though, but if I babysit for this guy I know, he'd let me use his extensive studio that he has. But that's a big IF b/c my friend's already the dedicated babysitter.
That would be AMAZING even with the equipment that you have you have skills at least.
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Now that school is over for me I can actually see about spending time to engineer stuff. I have limited equipment though, but if I babysit for this guy I know, he'd let me use his extensive studio that he has. But that's a big IF b/c my friend's already the dedicated babysitter.
That would be AMAZING even with the equipment that you have you have skills at least.
Been taking a music engineering course all year :D
But be warned, it takes FOREVER to get something good that you actually enjoy.
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Then it'll be ready just in time for 1.2
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Then it'll be ready just in time for 1.2
This.
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But be warned, it takes FOREVER to get something good that you actually enjoy.
I don't know what Timbo and the others think, but I'm thinking that 90% good is good enough. IMHO don't aim for perfection because perfection may never be achieved, but you probably already know this. In either case it's good that you're talking about helping out. Take the time to listen to what I've put together, there may be a few sounds that will do the job. If you want me to keep working on the sounds let me know now... I was going to focus on the buildings first not the player sounds.
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I like what you've done for the most part. For the barricade I'd prefer something that goes 'sssssck' rather than 'aaaar!' for open/close. The tube sound could be really great with a bit of work, but it doesn't correlate with the animation quite right(could you make a slightly louder popping sound right when the tube gets bigger?) and the popping sounds are a bit to uniform IMO, which make it sound like a human machine rather than something organic.
Do keep going. Also, if you could do an alien taunt or something (not the granger, that will be a hard one criticism wise), it would help understand a bit how the sounds we know and love are going to change
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I think changing the sounds is a good thing. The alien sounds are mostly fine but all of the gunshot sounds of humans sound pretty weak turrets included. Especially something like chaingun sounds like a bb gun. Of course if no one does them well it doesn't help though.
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I think it's good, all the sounds could be replaced, they sound so horrible (sorry Dolby, WRAUUM UNKH UNKH ROOAAAAR doesn't give me much pleasure :)) although mara and basi taunts are something I like.
Hope we get/find fitting and realistic sounds for the new great-looking weapon models!
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ROOAAAAR doesn't give me much pleasure
What are you like in bed then?! ???
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If someone actually replaced them with high quality sounds it would be pretty kool.
What's more likely however is that nobody bothers with it, and will unfortunately accumulate to the "things that needs to be done before 1.2" list that will prevent 1.2 from being released.
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If we absolutely must replace the audio (I am really attached to the audio :laugh:) I would like to help in replacing the audio.
I am pretty decent at coding.
I blow at 3d.
Lets give audio a try :)
Ftr: I am Reading and [g]Bawls :)
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I just heard the Mara taunt sound when the building under the bridge blew up in spiderman o.0
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I just heard the Mara taunt sound when the building under the bridge blew up in spiderman o.0
Ye, standard sound libraries. If they'd only delete the overused ones like the DeusEx door squeak. They even intentionally repeat the stupid IDontKnowTheNameRightNow "aaaaaaaaaaaaaaaa!" sound they do in every movie. Stupid meme whoring.
I think the dragoon taunt can be heard somewhere in the LordOfTheRings movies.
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Can't we just postpone proper licensing to Tremulous 1.3 or 2.0.
Let Tremulous 1.2 be the balance&security release.
You want to get all the nice stuff in a single shot and it takes forever :(
its more covering their asses making sure each sound is actually legal to be used etc not to mention some places wont let you in their repo's with unknown licences
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If we absolutely must replace the audio (I am really attached to the audio :laugh:) I would like to help in replacing the audio.
I guess, I'm working my down from the top, focusing on the alien buildings. If Deadbeat were able to focus on the alien player sounds (mara, base, granger etc) Why don't you give a shot at the human sounds. Remember the wiki, I've been posting links up to my sounds on the wiki, and in this thread as I'm completing them. If you look at what I've done then maybe it'll give you a head start.
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If we absolutely must replace the audio (I am really attached to the audio :laugh:) I would like to help in replacing the audio.
I guess, I'm working my down from the top, focusing on the alien buildings. If Deadbeat were able to focus on the alien player sounds (mara, base, granger etc) Why don't you give a shot at the human sounds. Remember the wiki, I've been posting links up to my sounds on the wiki, and in this thread as I'm completing them. If you look at what I've done then maybe it'll give you a head start.
Yesh, sorry that I've been busy. Come Sunday or Monday I'll have ample time to seriously work on this stuff. :-\
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Yesh, sorry that I've been busy. Come Sunday or Monday I'll have ample time to seriously work on this stuff. :-\
Don't sweat it, we've all been busy, I've only managed like 4 sounds in the last two weeks, and then I'm not really happy with them so I'll need to work on them some more.
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Just watched spider man 1 lol, there was mara taunt on it :-D
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I'm so pissed. The comp that I do basically all of my audio editing on, crashed a few days ago. So now I'm using my laptop and audacity. You'd actually be amazed at all the sounds you can get from a few clips of animals.
I made a google site to host all this stuff, so here it is: http://sites.google.com/site/deadbeattremmods/documents/tremsounds-1-2 (http://sites.google.com/site/deadbeattremmods/documents/tremsounds-1-2)
I'm not that happy with the sounds, and the test sound 1 is way too distorted, so that I'll definitely scrap.
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Woah, these are actually really nice!
First one sounds great (if a bit longer, could be good rant's death sound). But, as far as I know what distortion is, it also made the background noise quite loud. Second would definitely be mara's taunt ;)
I'd be good idea to make wiki page where people would be able to put their own replacement, something like this one http://tremulous.net/wiki/Sound_Licenses but with clear table "Sound | Replacement | Licence | Author(?)". It would also make it easier for "reserve" some sounds, for example if you want to do so you put "Being Done" in "Replacement". It'd be easy to see when someone reserved a sound through the page history and remove reservation info if someone didn't get the job done after long time.
Just watched spider man 1 lol, there was mara taunt on it :-D
I heard they are going to redo all the movies
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Just watched spider man 1 lol, there was mara taunt on it :-D
I heard they are going to redo all the movies
AHAHAHA! That made my morning ;D
And thanks for the comment :)
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I'd be good idea to make wiki page where people would be able to put their own replacement, something like this one http://tremulous.net/wiki/Sound_Licenses but with clear table "Sound | Replacement | Licence | Author(?)". It would also make it easier for "reserve" some sounds, for example if you want to do so you put "Being Done" in "Replacement". It'd be easy to see when someone reserved a sound through the page history and remove reservation info if someone didn't get the job done after long time
Why not use the wiki site like I have, as you can see I've posted up links to some PK3's that are now available and shown that sounds are being done bit by bit.
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I'm not that happy with the sounds, and the test sound 1 is way too distorted, so that I'll definitely scrap.
I agree with you, number 2 is getting close to the mark, I like how it's a bit different and not typical animal sound. Have you tried it in game-play on any alien yet?
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Anybody ever played Carnivores 2? No this is not spam.
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Anybody ever played Carnivores 2? No this is not spam.
This is not a real life conversation, or even im/phone message. Instead of just posting a question, and waiting for someone to respond to it so you can expand, and having to post saying "this is not spam" just say your whole goddamn point. People these days.
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Why do we ever worry? Trem.net is in UK and we are doing thing for non-profit, aren't we?
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Ok, you see in carnivores 2 there is this dinosaur called Ceratosaurus. Recently I downloaded a program, which allows me to open in-game models and sounds. One of the Ceratosaurus's idle sound sounded EXACTLY like tyrant's jumping sound. Tell me where can I upload the sound file, and you can hear it yourself :P
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@Khalsa, I have developed a few sounds now, (another two pk3's from the ones I've posted) I've developed some for the barricade, and the booster. When I go to put them into my base folder not only do they not get used, but only the sounds that I've put into the "sounds/buildables/alien" directory are used, all the sound.cfg files are identical. Any pointers? (I've also tried putting them in a single pk3)
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I'm almost positive that the basilisk sounds come from a song called "hush mail" by infected mushroom.
http://www.youtube.com/watch?v=pkVF-QR6T78
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So what sounds are missing?
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The progress is recorded at: http://www.tremulous.net/wiki/Sound_Licenses
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I added a % indicator on the wiki. So can we use sounds from freesound?
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I added a % indicator on the wiki. So can we use sounds from freesound?
No, the license at freesound is not compatible with GPL
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Howdy,
First off, I'd like to applaud FisherP and others for taking an active interest in this and keeping things moving forward. As an update, I finally have some more officialish things to say now. "I" have tracked down the origin of some of the sounds, and I will update the wiki tomorrow with them.
There are still a couple of lingering questions about licensing, but as of now, I can say that the devs (Timbo) have concluded that the cc-sampling+ is OK for use at this time. Ideally we'd like to keep it cc-by-sa 3.0, but we can live with this. This does mean that Tremulous will not be in the debian/fedora/etc repositories, but we have decided we can live with this also; we no longer have a professional quality in-house sound engineer to rely on, so some compromises must be taken. I'm confident the community can come up with some strong alternatives so that we can get this release out the door.
If you are getting sounds/samples from freesounds, Please note the following on the wiki:
- URL of page
- Author Name
- Author Contact email
- Date Accessed.
Eventually I will go through all the sounds and if we end up using one, try to go back to the original authors and ask to get them re-licensed. This is how we have a lot of textures in Tremulous, and I will attempt the same for these sounds. I ask that you refrain from contacting the authors individually yourselves, as I'd rather do it properly and officially myself.
The highest priority sounds are basically all of the alien ones, work on these will be the most difficult, as well as the most necessary.
As mentioned, I will update the wiki page in the next day or so with some additional information about which sounds do not need replacing.
One thing to note: Please ensure all sounds you get are MONO, not stereo.
Some answers:
...would you consider bumping up the quality to 48khz too? (given that it's possible)...
almost anything is possible, but Khalsa should answer that. I'm working on 44100 at the moment.
Feel free to do this, but:
17:05:17 Timbo: honestly by the time all the mixers have had their way it won't make a great deal of difference
17:05:27 Timbo: especially if you're using openal which does more processing
17:05:53 Timbo: i mean, you could aim for 48, but it's a waste of effort imo
17:06:08 Timbo: not to mention the fact you probably won't get 48khz sources all the time
17:06:19 Timbo: meaning it's pointless anyway
17:06:46 @Lakitu7: So if they have them in 48 they don't have to downsample but there's no reason to reject a sound because it's not 48
17:07:04 Stannum: ^^
17:07:06 Stannum: that should work
17:08:11 Timbo: yeah
17:08:32 @Lakitu7: Okay
@Khalsa, I have developed a few sounds now, (another two pk3's from the ones I've posted) I've developed some for the barricade, and the booster. When I go to put them into my base folder not only do they not get used, but only the sounds that I've put into the "sounds/buildables/alien" directory are used, all the sound.cfg files are identical. Any pointers? (I've also tried putting them in a single pk3)
Lak said
if those things had unique sounds in 1.1 then replacing the wav files should replace them. I'd encourage someone to use developer 1, fs_debug 1, and /which to figure out what's going on
if they did not have unique sounds in 1.1 then whatever it'd probably be a minor code change to do so
I am not going to stop there unless Khalsa or the rest of the dev team say "stop, don't bother, it's pointless, 1.2 is never going to come out" and/or "don't bother we won't use your sounds no matter how good or well documented they are"
My response to this is the opposite.
Keep up the good work, I will try to devote some time to this in the near future, as I've been quite busy/AWOL in the last 6 months orso working 80 hour weeks. Basically all that is stopping the 1.2 release is a handful of models that Stannum is actively working on, and these sounds. Let me know if there is anything further I can provide the community to aid in getting this done.
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awesome! I'll wait for the wiki page to update then get cracking! found 2 sounds on FS... Is there a difference between all the alien sounds?
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Message received Khalsa... Thanks for the input.
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I finally have some more officialish things to say now. "I" have tracked down the origin of some of the sounds, and I will update the wiki tomorrow with them.
Not to seem pestering, but when are you going to update the wiki?
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Sorry for the delays, It will be most likely tomorrow night or tuesday.
Basically it's all the obviously generated ones, all of the voice ones, and all of the ones that exist in Q3 that were done by timbo or dolby for sure and we don't have to replace.
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Sorry for raggin' on you. So we DONT have to replace the one from dolby? 0_o My brain hurts. Eh, Oh well, I just wait for the updated wiki.
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We do, but there are a handful I've gotten confirmation that he created from scratch. Wiki update as soon as I can, sorry.
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The oddest thing happened... the booster sounds I've been working on started working.... I swear they weren't before.... I'll post them up soon
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I've updated the acid tube sound, people were commenting that it was a bit woody and too much like a weapon going off. Please look at it and let me know if it's better now.
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Sorry for the delays, It will be most likely tomorrow night or tuesday.
Basically it's all the obviously generated ones, all of the voice ones, and all of the ones that exist in Q3 that were done by timbo or dolby for sure and we don't have to replace.
I don't want to sound ungrateful or pushy, but any chance of that update soon please?
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Everyone is waiting on the wiki being update. It needs to happen.
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Everyone is waiting on the wiki being update. It needs to happen.
And what exactly puts you in a position to order people of superior intellect aroujd exactly? I don't see you trying to help.
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I'm not. I have helped some. Also, I was on the irc:
Sep 01 21:41:20 <Khalsa> ohhhh man
Sep 01 21:41:25 <Khalsa> I totaly forgot about that
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I'm not. I have helped some. Also, I was on the irc:
Sep 01 21:41:20 <Khalsa> ohhhh man
Sep 01 21:41:25 <Khalsa> I totaly forgot about that
LOL @ Khalsa.... :P
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Howdy,
I have updated the [wiki=Sound_Licenses]Wiki Page[/wiki] significantly. What few Timbo has confirmed have been marked. The only sounds that don't need replacing are clearly marked.
If you could please split up those sound packs (pk3's) and list the source links and licenses in the appropriate place per-sound it will be most helpful.
I will likely frontpage this thread soon as well, as this is one of the last few major things stopping the 1.2 release.
khalsa
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To clarify some logistics:
- We're not asking that you separate and rehost all the files in pk3s: only that you link to the pages for any original sound files used and specify their licenses.
- Please also give your own name and forumsid/email in the replacement sources column. This is especially important if you create something from scratch or modify it in any way, but it'd still be nice to credit people even if they just found something suitable because we're grateful for that too
- If there is more than one candidate for a given sound replacement feel free to make a new row under the current one so both candidates can be listed
Thank you!
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I'll see what I can do, starting with the ambient/*pulse files. My sounds probably won't be picked, but I'll do what I can to get 1.2 out faster. And thanks to khalsa for the wiki info and sound index.
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If anyone needs somewhere to upload files to, please do ask.
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Those sounds on the wiki are incomplete and not decent. I don't expect anything to happen within 2 years. Unless you find a genius sound guy.
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Those sounds on the wiki are incomplete and not decent. I don't expect anything to happen within 2 years. Unless you find a genius sound guy.
we all know this right and its obvious if you open then wiki. why dont you go and help getting one?
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I'm trying to make new sounds from booster to lower.
Right now got similar(50%like) booster pain sound and DCC.
New in work.
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I've been working on fixing a few formatting quirks and adding spots for each sound and for pk3's, also, I updated the count somewhat, It's now vaguely accurate. not done wiht a lot of it. I plan to be by friday.
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If y'all want to use any of the music from TremFusion, you're welcome to do so, as (a) that project is now kinda dead (last I heard), and (b) I'm the copyright owner anyways. :)
Or y'know, I could whip up a brand-new song, just especially for Trem1.2, if that sort of service were to be required. ;)
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pretty much any sound would be helpful, but remember to post the file as a standalone (.wav I think), pk3s are optional iirc
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If y'all want to use any of the music from TremFusion, you're welcome to do so, as (a) that project is now kinda dead (last I heard), and (b) I'm the copyright owner anyways. :)
Or y'know, I could whip up a brand-new song, just especially for Trem1.2, if that sort of service were to be required. ;)
F1!
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Added a door sound.
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O crap I just heard the marauder sounds in this episode of jackey chan animated series. Skip the video too (8:25) on youtube. Listen too the hole thing up too (8:38) Thats clearly the mara sound. WOW thats funney... Tell me what you think.... :marauder: :marauder: :marauder: :marauder:
http://www.youtube.com/watch?v=jV4AyO4UIl4
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Something that has always been a small annoyance: there's no default func_plat sound,
it would be nice if one was included, e.g. the one I made for vega
(recorded+edited by me, totally license safe)
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O crap I just heard the marauder sounds in this episode of jackey chan animated series. Skip the video too (8:25) on youtube. Listen too the hole thing up too (8:38) Thats clearly the mara sound. WOW thats funney... Tell me what you think.... :marauder: :marauder: :marauder: :marauder:
http://www.youtube.com/watch?v=jV4AyO4UIl4
Actually some alien sounds are simply animal sounds, like this "mara": http://www.youtube.com/watch?v=HnJxAp6A_ho
If these are simply recordings of animals, there should be no reason to replace them, as they can't be copyrighted in the first place.
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I believe we have already identified the dragoon taunt as being a camel.
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HAHAHHAH helpless baby polar bear. THe recorder guy is just sitting there. what a fail... I know right the sounds cant be licensed right. So why not dev team... Kalsa whoever is holding back whats allready been done (1.2) Cmon........... This is bogus...
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Whoever extracted my sounds and updated the WIKI thanks, I was dreading having to do that myself. I'll have a go at updating the license. Most are CC-BY-SA, those that I grabed from www.soundbible.com anyway. Question though, if I hashed the sound up I guess I'm the author right, though I still have to attribute the sound to the original author.
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IDK what all that means but please just do whatever you can with the sounds so the development of 1.2 can take place... They already have the guns and animation by stannum... what happen....
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Sorry I've been lazy =P . Anyway, I'll try to work on it after I get my work done.
@FisherP: Please mark the licence that the sounds you posted are under.
I MAY even work on some.
@khalsa: are the sounds for pain1 and pain2 for all the alien sounds the same?
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If you need any sounds or selected ambiance. I would be more then happy to help you guys out. I have access to multiple sound studios I have access too in the Dallas area. If you have problem with licensing just replicate the sound with your own production :P
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Done. Now I can work on making some sounds...
EDIT: ok, whats up with the duplicate sounds? construct1 and construct2 are the same, along with destroy1/2 and destroyed and idle1-3 are the same!
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IDK, a lot of the time I found that they were the same in the originals too, so I've kept it that way.
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IDK, a lot of the time I found that they were the same in the originals too, so I've kept it that way.
You need to put the license otherwise we can't use it, also are you on the irc?
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IDK, a lot of the time I found that they were the same in the originals too, so I've kept it that way.
You need to put the license otherwise we can't use it, also are you on the irc?
Oh, don't concern yourself about the license... if the two sounds are the same, I've used the updated sound (the same updated sound) with the updated license. I just haven't got round to updating the wiki completely yet since the license info is in a text file inside the pk3's
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I see, I've change the license column to "see pk3"
Anyway, we need more people doing it, we have ~86 sounds left, some of which are easy, lets go!
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http://www.youtube.com/watch?v=-Uvy85LCgkY
Goon sound at 0:43
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May be its camel sound? =D
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May be its camel sound? =D
that's what i tough too but it's hard to find on youtube =O
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we allready know what we need to replace, go look on the wiki
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On a side note actually love the replacement Tyrant sounds someone put up.
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Freezeway: your sounds links are 404...
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A_spork: which one?
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Tough it will be funny, if anyone choose anysound, it might sound like a mess no?
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A_spork: which one?
Pretty much all the dropbox ones I checked....
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Why don't you put up a help call on the front page? I'm sure lots of people never check this forum. Just sayin'.
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agreed. I'm not a dev, nor do I have access to any of the website's posting ability. where has khalsa been?
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Have made a medikit sound, but I thought that before I edit it properly and put it on the wiki I'd check people actually like it (It's VERY different to what we have... :-\)
http://dl.dropbox.com/u/15383094/Medikit.wav (http://dl.dropbox.com/u/15383094/Medikit.wav)
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Have made a medikit sound, but I thought that before I edit it properly and put it on the wiki I'd check people actually like it (It's VERY different to what we have... :-\)
http://dl.dropbox.com/u/15383094/Medikit.wav (http://dl.dropbox.com/u/15383094/Medikit.wav)
I like the first second of it, I think the "exhaling" could be cut and it'd be a fine sound.
EDIT: Or it could be a nice basi gas/taunt sound perhaps?
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Second part definitely doesn't fit, unless that is supposed to be the user taking a sharp breath, then it could better be reworked to sound a bit better.
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Have made a medikit sound, but I thought that before I edit it properly and put it on the wiki I'd check people actually like it (It's VERY different to what we have... :-\)
http://dl.dropbox.com/u/15383094/Medikit.wav (http://dl.dropbox.com/u/15383094/Medikit.wav)
The last part, if kept at all, should likely be toned down...
I do like the sharp breath idea though.
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where has khalsa been?
Busy.
I will do this SOON (and/or give Ingar that ability to make him do it)
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THE RETURN OF KHALSA! YAY!
post these to the wiki, although here is fine as well...
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Many (all) links to sounds hosted on http://thenihility.com/ are broken. Someone should contact this guy Brandonmorris12@gmail.com and ask him if he can put them back or something.
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It was attempting to be a kind of 'breath of fresh air' now that you're not dying of poison anymore... But I'll try cutting the second bit and see how it sounds. Thanks for the feedback :)
Oh and by the way, for the turret sounds, which is spinup and which is fire? (attack1/firetemplate)
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If you look at the top of the page its got a link to the original sounds.
Just sent him an email.
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Freez: How did you do the sounds for the :dragoon:? Some kind of ambient synth program?
EDIT: I made the damage sounds for :tyrant: shorter, since I don't think a longer sound would really make sense. (Like it or not, it's going to mostly be making these noises while being hit with a chaingun.)
50%: http://www.zshare.net/audio/8338163639c381a0/
75%: http://www.zshare.net/audio/83381644464f42be/
ANOTHER EDIT: I'm pretty sure I can reconstruct the medistation's idling sound in abSynth from scratch, so that it sounds almost exactly the same. Would that still be a licensing problem?
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The goons sounds is me practically choking into the mic, then slowed down and sped up with pitch changes... check out audacity, its what I use.
All my sounds are from a crappy $20 webcam mic.
Also, nice job with the rant hurt sounds, I've been very busy with things, sorry I haven't been as active.
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There are a lot of sounds I wouldn't mind touching up a bit (you have to admit the human taunt could use some work), but you've done an awesome job making all these placeholders. Anyway, I'm working on a medistation-idle replacement.
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exellent. I've got a little free time tonight... The hardest for me have been the granger ones...
EDIT: are u on the #tremulous channel?
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I am now.
Also, http://www.zshare.net/audio/8338709720db1a73/
Enjoy your medistation.
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Nice, I like it. Turret idle is going to be hard... Also, do we need "Firetemplate.wav"
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Turret idle is going to be hard...
On it.
EDIT: http://www.zshare.net/audio/8338901369fbc6ec/
Hard?
So anyway, as per IRC, here are the same files uploaded through Dropbox:
Tyrant damage (50%): http://dl.dropbox.com/u/16081358/level4_pain50_1.wav
Tyrant damage (75%): http://dl.dropbox.com/u/16081358/level4_pain75_1.wav
Medistation idle: http://dl.dropbox.com/u/16081358/medi_idle1_1.wav
Turret idle: http://dl.dropbox.com/u/16081358/turret_idle1_1.wav
The links are on the wiki too, and the wiki link for the turret is in mono.
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Tyrant damage (50%): http://dl.dropbox.com/u/16081358/level4_pain50_1.wav
Tyrant damage (75%): http://dl.dropbox.com/u/16081358/level4_pain75_1.wav
Tyrants release gas when damaged? It all makes sense now.
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Tyrants release gas when damaged? It all makes sense now.
You'll have to take that up with Brandon. He made the original versions of those, and I edited them a bit to make them sound more convincing. Although that kind of makes me wonder how he recorded them.
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Ok, I lol'd hard there. I uploaded your versions, Pazuzu. I also cleaned up the wiki a little. Makes it more readable.
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Just a reminder to everyone submitting sounds:
...the new audio samples must be in '.wav' file format (pcm or araw), 16 bit (or lower), and have a sample rate of 44,100 Hz (or lower). The sample must be mono (instead of stereo) for the game's positional audio to function.
On the subject of sampling rates:
17:05:17 Timbo: honestly by the time all the mixers have had their way it won't make a great deal of difference
17:05:27 Timbo: especially if you're using openal which does more processing
17:05:53 Timbo: i mean, you could aim for 48, but it's a waste of effort imo
17:06:08 Timbo: not to mention the fact you probably won't get 48khz sources all the time
17:06:19 Timbo: meaning it's pointless anyway
17:06:46 @Lakitu7: So if they have them in 48 they don't have to downsample but there's no reason to reject a sound because it's not 48
17:07:04 Stannum: ^^
17:07:06 Stannum: that should work
17:08:11 Timbo: yeah
17:08:32 @Lakitu7: Okay<nowiki>Insert non-formatted text here</nowiki>
Sampling rates higher than 44.1 kHz should not be used! They don't sound much better than 44.1 kHz, and more importantly, some legacy sound cards and OSes don't support anything above 44.1 kHz.. The majority of the current Tremulous sounds are 22 kHz, and most sound just fine. IMO, 22 kHz should be used to produce the kind of small wav files that are needed (seriously, some of the files that are being submitted are just too large).
TL;DR: If submitting a completed sound asset, use 16-bit MONO .wav @ 22050 Hz if possible to save space, or 441000 Hz if the quality is really needed.
Also: I uploaded a fixed (mono) turret spinup (http://dl.dropbox.com/u/16088580/spinup.wav) sound, based from the original which uses CC Sampling Plus.
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No, everyone use the highest quality they can find.
Bulk down-sampling the lot is quick and easy, up-sampling the lot is impossible.
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No, everyone use the highest quality they can find.
Bulk down-sampling the lot is quick and easy, up-sampling the lot is impossible.
Just for future reference, you can quickly batch-convert between mono and stereo too, right?
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No, everyone use the highest quality they can find.
Bulk down-sampling the lot is quick and easy, up-sampling the lot is impossible.
Yes, I guess everything should be highest quality, and then the devs can easily re-sample everything to 44.1 kHz (Trem's "High Quality" sound setting) and then further down-sample select sounds to 22 kHz to be smaller.
Just for future reference, you can quickly batch-convert between mono and stereo too, right?
SoX (http://sox.sourceforge.net/) can convert stereo to mono by specifying to use 1 audio channel and to average the stereo channels:
$ sox stereo.wav -c 1 mono.wav avg
...and also convert mono to stereo by specifying 2 audio channels (-c 2):
$ sox mono.wav -c 2 stereo.wav
Audacity can process stereo to mono in batch using the StereoToMono command chain:
File -> Edit Chains... -> Add -> Give the chain a name like "Stereo to Mono" -> OK -> Insert -> double-click 'StereoToMono' -> OK -> Insert -> double-click ExportWav -> OK -> OK.
Then click File -> Apply Chain... -> Select your new chain -> Apply to files... -> Select the files you want to process -> OK.
Audacity then makes a new folder named 'Cleaned' containing your new samples.
The downside of this method is that it only does files and won't let you recursively process folders.
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Some feedback on the current sounds:
+ Positive
- Lisk sounds are OK, except the current taunt doesn't match the animation, and the sound is quite deep compared to the jumping/gassing sounds
- Acid tube sounds are awesome, good job!
- The reactor humming is very well done
- Negative
- Marauder sounds like a slimeball, and the taunt sound like it were to vomit. Needs to be redone.
- Dretch sounds awkward, not even like a living organism, more like a game of billiards, probably needs to be redone too
- Dragoon sounds way too bulky, heavy and so on in my opinion
- Tyrant jump sounds like a pogo stick
- Falling sound has a delay
- What's with the laser beam sound and the turret spinup?
- Every structure hurt sound sounds like you're knocking wood or steel, ugh.
- Repair sound is nice... but it doesn't match conkit! No pliers in this game!
- The sound for building structures as aliens sounds like you were boiling some food in a kettle. Or if one would stand near a lava pool.
- The barricade screetching is..meh
- Jetpack sounds like a rocket launcher
- The forcefield hurt sound (in ATCS for example) is played for a whopping 17 seconds, even if no alien is touching it anymore. Bugged.
Some sounds are really silent, such as medistation, explosion and some alien hurt sounds, but they can be changed I guess.
While creating taunt, or any sounds for that matter, do remember to match them with the animation!
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Some feedback on the current sounds:
+ Positive
- Lisk sounds are OK, except the current taunt doesn't match the animation, and the sound is quite deep compared to the jumping/gassing sounds
- Acid tube sounds are awesome, good job!
- The reactor humming is very well done
- Negative
- Marauder sounds like a slimeball, and the taunt sound like it were to vomit. Needs to be redone.
- Dretch sounds awkward, not even like a living organism, more like a game of billiards, probably needs to be redone too
- Dragoon sounds way too bulky, heavy and so on in my opinion
- Tyrant jump sounds like a pogo stick
- Falling sound has a delay
- What's with the laser beam sound and the turret spinup?
- Every structure hurt sound sounds like you're knocking wood or steel, ugh.
- Repair sound is nice... but it doesn't match conkit! No pliers in this game!
- The sound for building structures as aliens sounds like you were boiling some food in a kettle. Or if one would stand near a lava pool.
- The barricade screetching is..meh
- Jetpack sounds like a rocket launcher
- The forcefield hurt sound (in ATCS for example) is played for a whopping 17 seconds, even if no alien is touching it anymore. Bugged.
Some sounds are really silent, such as medistation, explosion and some alien hurt sounds, but they can be changed I guess.
While creating taunt, or any sounds for that matter, do remember to match them with the animation!
So work on fixing easy ones (such as sounds having delay/too long), although feedback is handy as well
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Having all the sounds actually there is probably a good idea. I'll probably try to get a few sounds in sometime this month.
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cool, lets make a goal, all sounds by feb?
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cool, lets make a goal, all sounds by feb?
Deal. In the meantime, I'll work some of the placeholders over so they sound good.
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cool, I was thinking that maybe this tread should be split into "Making new sounds" and about new/old sounds...
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Hey guess who's back? :)
Now that I have tons of free time, and I'm back home, I'll be able to actually come back to the Trem community and get back into the sound stuff.
I'm glad that it's progressed this far regardless of me ^_^
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Kiwi and I have been testing/modifying the sounds recently, and here's my feedback:
- Goon sounds amazing. I would like if pounce had a more strained noise than jump though.
- The rant sounds like a lethargic motorboat or a content kitten.
- The "come on!" sound sounds like it is being said into a cardboard box while trying not to let anyone else hear. Inflections are odd.
- The jetpack sounds nice, much better than the current jet sound as far as annoyingness goes, but it could use some fine tuning. It sounds too strong at the moment.
- The Maurader sounds like it is trapped in a bowl of jello or covered in slime.
- Basilisk sounds are a tadbit unsuiting.
- We had to adjust the pitch down and increase the bass on the alien buildable damage noises. It sounded like hitting a tree.
- We also had to adjust the human buildable sounds. It sounded like hitting pots and pans.
- The buildable explosion noise sounds like a laser gun.
- The dretch sounds more like inanimate objects hitting each-other than an alien.
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- The buildable explosion noise sounds like a laser gun.
For humans? I like it, it could just use a bit more... enthusiasm.
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ui/heartbeat.wav is supposed to be the menu music btw... Tho you can use the heartbeat sound for OM idle, which is currently heartbeat+some other noise.
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So I'm not quite clear on the sounds that will be replaced. All of the ones that are in 1.2 gpp are going to change, or and I wrong?
I'm asking cause I like most of the alien's sounds (marauder taunt, granger sounds.) and would hate for them to change.
-K
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So I'm not quite clear on the sounds that will be replaced. All of the ones that are in 1.2 gpp are going to change, or and I wrong?
I'm asking cause I like most of the alien's sounds (marauder taunt, granger sounds.) and would hate for them to change.
-K
The sounds that are needing replacement are outlined [wiki=Sound_Licenses]on the wiki[/wiki], which includes most of the alien sounds unfortunately.
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That being said, we're trying not to change them too much, just for the sake of familiarity, but some of them will sound different.
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1.2 to 67 % finished hmm..
and how much percent it will be finished if all sounds are ready ?
i hope something like 90 % :\ or final then xD
whatever will try to find something.. :)
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some sounds dont need replacing, like the footsteps, electro.wav, granger sounds and jettard.
Freezway, you're doing good on the sounds, but please anyone dont change the humans taunt.
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Jetpack 'shhhh' should not be replaced? Why isn't that outlined in the wiki?
I actually have made some jetpack sounds, but still processing them to sound more jetpacky.
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some sounds dont need replacing... granger sounds...
ARE YOU SERIOUS?!!?!?!!! ;D ;D ;D ;D ;D ;D
Also, Freezway, the two taunts (base human and suited) sound a bit weird... Sorry :-\
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Granger sounds don't need replacing. Sounds give the cuteness, and without the Granger's cuteness the forums will be dull. Why? These threads wont exist:
http://tremulous.net/forum/index.php?topic=14463.0
http://tremulous.net/forum/index.php?topic=14271.0
http://tremulous.net/forum/index.php?topic=14487.0
http://tremulous.net/forum/index.php?topic=13147.0
http://tremulous.net/forum/index.php?topic=9184.0
http://tremulous.net/forum/index.php?topic=9323.0
http://tremulous.net/forum/index.php?topic=13893.0
http://tremulous.net/forum/index.php?topic=13660.0
http://tremulous.net/forum/index.php?topic=11667.0
http://tremulous.net/forum/index.php?topic=13807.0
...OMG! i should continue on that granger cartoon!
back on topic, isnt this the point of the forum?
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I have to admit that the granger sound does add an important and pleasant characteristic that makes the granger a granger.
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but the evil copyman says NO CAN HAS!
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Remake it, not easy but it should be done to make it sound as bubbly and "cute"
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I was skeptical about getting a good replacement for it too, but I think freezway is on the right track with recordings of his cat purring.
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I am totally clueless on sound but I think the granger sound should be some priority.
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Yea we really need to replace those sounds. So we can get ready for 1.2 models. Stannum C-MON.
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Sorry about inactivity, I'm getting busy due to school and life in general. I'll try to get more down over winter break.
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I know what you mean :)
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Sorry about inactivity, I'm getting busy due to school and life in general. I'll try to get more down over winter break.
o/
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When college or whatever new responsibility comes up you've gotta adjust :-(
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yeah. im actually caring about my homework for once. I know how it is
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Yeah balance is never fun, but without it your going to be a hobo.
Speaking of it I need to stop "Blendering" and reading the Trem forums right now :o
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here is a human taunt sound that i recorded today. feel free to use them or not, they're mixed down to mono but i still have the unprocessed stereo files available if they are needed. i'm still learning about the basics of sound engineering, so if it's not up to quality standards i can always re-record it.
:human: - http://dl.dropbox.com/u/16674891/tremulous/human.taunt.wav
:battlesuit: - http://dl.dropbox.com/u/16674891/tremulous/bsuit.taunt.wav
:human: = http://www.mediafire.com/?k0p5b8ibku0uyb3
:battlesuit: = http://www.mediafire.com/?ny269yjyzofikw9
CAMAN!
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here is a human taunt sound that i recorded today. feel free to use them or not, they're mixed down to mono but i still have the unprocessed stereo files available if they are needed. i'm still learning about the basics of sound engineering, so if it's not up to quality standards i can always re-record it.
:human: = http://www.mediafire.com/?k0p5b8ibku0uyb3
:battlesuit: = http://www.mediafire.com/?ny269yjyzofikw9
CAMAN!
I (and probably everyone else) would prefer if you used a different host (especially Dropbox), but damn, those are some nice taunts. Maybe they could be a bit higher?
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The first one is too gruff and somewhat boxed I think.
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If anyone wants any machine gun sounds, I have some as well as a few sniper sounds, shotgun sounds, and grenade sounds. Pm me if you want them.
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Hmm... yeah the weapon sounds aren't on the wiki...
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here is a human taunt sound that i recorded today. feel free to use them or not, they're mixed down to mono but i still have the unprocessed stereo files available if they are needed. i'm still learning about the basics of sound engineering, so if it's not up to quality standards i can always re-record it.
:human: = http://www.mediafire.com/?k0p5b8ibku0uyb3
:battlesuit: = http://www.mediafire.com/?ny269yjyzofikw9
CAMAN!
Huh, he sounds extremely angry.
Hmm... yeah the weapon sounds aren't on the wiki...
But they need to be replaced, right?
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here is a human taunt sound that i recorded today. feel free to use them or not, they're mixed down to mono but i still have the unprocessed stereo files available if they are needed. i'm still learning about the basics of sound engineering, so if it's not up to quality standards i can always re-record it.
:human: = http://www.mediafire.com/?k0p5b8ibku0uyb3
:battlesuit: = http://www.mediafire.com/?ny269yjyzofikw9
CAMAN!
I like them. They are angry like Qrntz said, but it's good thing.
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ok, i set up a dropbox for these sounds. cool service, i'd never heard of it before.
:human: - http://dl.dropbox.com/u/16674891/tremulous/human.taunt.wav
:battlesuit: - http://dl.dropbox.com/u/16674891/tremulous/bsuit.taunt.wav
they were recorded on a blue snowball, so if they sound too "boxed" i can try a couple different settings on the mic..
i don't have very good speakers either, so maybe someone with a decent setup can EQ them as needed.
anyway, if you guys decide to use these and need more sounds i'd be glad to help out where i can. just let me know.
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The bsuit sound is coming from some kind of speaker because the human is in a mechanical suit, no?
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The bsuit sound is coming from some kind of speaker because the human is in a mechanical suit, no?
good point, maybe some EQ and/or tight reverb could help.
second attempt: http://dl.dropbox.com/u/16674891/tremulous/taunt.bsuit2.wav
meh, i don't know, something like that..
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Yeah, I like both of those "come on" sounds a lot more that any of them that I've heard so far.
I mean, with the new battlesuit one you just made.
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Much better. :)
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New BS sound is good, but a bit... dirty. Tech level wich allow making BS means that they can make good speakers. If you need more 'realistic' sound... it should be a bit louder and 'mechanized', but not like he sitting in closed barrel and trying to scream.
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I'd recommend this FX chain:
-Deeper
-Some EQ to simulate a speaker, but not too much
-Maybe just a bit of reverb
-The big one: A compressor effect. Running the sound through a loudspeaker is bound to involve some sort of compression.
So sort of like this: http://dl.dropbox.com/u/16081358/bsuit-taunt.wav (http://dl.dropbox.com/u/16081358/bsuit-taunt.wav)
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I'd recommend this FX chain:
-Deeper
-Some EQ to simulate a speaker, but not too much
-Maybe just a bit of reverb
-The big one: A compressor effect. Running the sound through a loudspeaker is bound to involve some sort of compression.
So sort of like this: http://dl.dropbox.com/u/16081358/bsuit-taunt.wav (http://dl.dropbox.com/u/16081358/bsuit-taunt.wav)
That sounds demonic more than anything :/.
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i like the human taunt alteration although i think someone should improve the mara
it sounds too.... bubbly?
weird description i know but yeah.
give the mara more of a hiss in its voice and a bit of a screech too,
because of its size it should sound different so maybe halfway inbetween a screech and a hiss for the mara.
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New BS sound is good, but a bit... dirty.
I like it. I matches the jumping sounds quite well (yeah, the ones that will probably have to be redone anyway :-\).
Tech level which allow making BS means that they can make good speakers.
Then why are we even thinking about another taunt sound for bsuits? Assuming having good speakers coupled with realtime sound correction built in the battlesuit, humans should sound the same with or without bsuits ;)
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I'd recommend this FX chain:
-Deeper
-Some EQ to simulate a speaker, but not too much
-Maybe just a bit of reverb
-The big one: A compressor effect. Running the sound through a loudspeaker is bound to involve some sort of compression.
So sort of like this: http://dl.dropbox.com/u/16081358/bsuit-taunt.wav (http://dl.dropbox.com/u/16081358/bsuit-taunt.wav)
I can haz nightmare?
well, not a good taunt. I think the old one is good, but it may need a BIT of modifacation.
and the maras do sound a bit too bubbly. i agree. Hearbeat.wav is the main theme, not an actual heartbeat. maybe a patch for a heartbeat sound when a human has lower than 26hp?
i say the heartbeat.wav should be brandons newest version.
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I say, use Pazuzu's main menu music. It has piano and everything.
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Tech level which allow making BS means that they can make good speakers.
Then why are we even thinking about another taunt sound for bsuits? Assuming having good speakers coupled with realtime sound correction built in the battlesuit, humans should sound the same with or without bsuits ;)
Mostly because we're talking about a video game here. Why try to be realistic when you can be unrealistic. :P
Edit: fail phone posting
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I think the turret spin-up sound is way too loud in the GPP, it really makes you wonder what the f- is making that sound.. until you turn around and realise that it's just that tiny little turret. If the volume was set a little lower, I think it'd be fine.
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I thought they fixed that when it was flooding every audio channel with the spinup (because it was stereo)
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now third attempt, i tried to make it sound a little more convincing...
more like it's coming from inside of a metal box.
:battlesuit: - http://dl.dropbox.com/u/16674891/tremulous/bsuit.taunt3.wav
is it better now?
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now third attempt, i tried to make it sound a little more convincing...
more like it's coming from inside of a metal box.
:battlesuit: - http://dl.dropbox.com/u/16674891/tremulous/bsuit.taunt3.wav
is it better now?
its good, but i needs to sound more mechanical
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I like it how it is. Battle suits aren't robots...
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thats really good. i think if it was a little longer in duration, it actually be pretty close to perfect imo.
maybe try improving the quality as well. the sound just seems a little too "raw".
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its good, but i needs to sound more mechanical
:battlesuit: - http://dl.dropbox.com/u/16674891/tremulous/bsuit.taunt4.wav
that's about as mechanical sounding as i can get it..maybe someone else can have a crack at this?
so to sum it up, there's one human, and 4 bsuit taunt sounds to choose from (of which bsuit.taunt3 is my personal favorite):
:human: - http://dl.dropbox.com/u/16674891/tremulous/human.taunt.wav
:battlesuit: - http://dl.dropbox.com/u/16674891/tremulous/bsuit.taunt.wav
:battlesuit: - http://dl.dropbox.com/u/16674891/tremulous/taunt.bsuit2.wav
:battlesuit: - http://dl.dropbox.com/u/16674891/tremulous/bsuit.taunt3.wav
:battlesuit: - http://dl.dropbox.com/u/16674891/tremulous/bsuit.taunt4.wav
of course, i these are all CC-BY-SA 3.0 because i love tremulous :-)
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thats really good. i think if it was a little longer in duration, it actually be pretty close to perfect imo.
maybe try improving the quality as well. the sound just seems a little too "raw".
i'll see what i can do, but it may sound low quality due to it being a monaural sound.
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I think I prefer the first bsuit one.
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Great. Make it a tad lower.
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definitely bsuit 1 or 3. as for the regular human taunt, i still think it sounds a bit like a 14 year old :/.
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bsuit 1.
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how can i upload a sound to freesound? I dont know how to :S
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how can i upload a sound to freesound? I dont know how to :S
If you're trying to upload a sound for Tremulous, you'll want to use a file host like Dropbox (which is what Freez and I have been using) and post the link here. Freesound is just a generic sound library we've been borrowing from.
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Yeah, I highly recommend dropbox. It's an amazing piece of software.
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how do i share a folder? No-one else can see my 2 sound files.
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how do i share a folder? No-one else can see my 2 sound files.
You don't. You share individual files.
http://www.top-windows-tutorials.com/sharing-files.html
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I was skeptical about getting a good replacement for it too, but I think freezway is on the right track with recordings of his cat purring.
My dog used to make sounds just like a granger before she died :'(
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swamp, put the files in the public folder then right click and select get public URL
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I don't like the new sounds from freesounds, especially the hive, the human buildable explsion, i like the original. I also don't get the new booster hurt thing. I also don't like the ones from brandon morris too. They don't really relate. The regular taunt is rediculously phony.
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We can't have the originals. I'm sorry to say this but, Deal with it. You could help instead of complaining. Sorry, the trem community is doing its best.
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I don't like the new sounds from freesounds, especially the hive, the human buildable explsion, i like the original. I also don't get the new booster hurt thing. I also don't like the ones from brandon morris too. They don't really relate. The regular taunt is rediculously phony.
Then make your own, superior sounds to replace the current ones.
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I don't particularly like them either, but life is life.
Tremulous 1.2 ASAP > some sucky sounds
I'm sure someone will do a sound mod within a week anyway with all the old sounds...
I mean, seriously, they will.
Stop complaining.
Man, I wish I had the skills to make sounds.
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Hello every1.
I am a new member of the forum.
I have no skills at making sounds, but I was thinking... what If some1 would just take a microphone
and record some strange noises (deep voice, barking). Then he would use an audio program to make it
sound different, like some1 did with the Bs taunt... I think it would be an easy way to create quality
Alien tounts and sounds, and maybe even weapon sounds. I would do It my self but my microphone is currently
not operational.
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Hello every1.
I am a new member of the forum.
I have no skills at making sounds, but I was thinking... what If some1 would just take a microphone
and record some strange noises (deep voice, barking). Then he would use an audio program to make it
sound different, like some1 did with the Bs taunt... I think it would be an easy way to create quality
Alien tounts and sounds, and maybe even weapon sounds. I would do It my self but my microphone is currently
not operational.
This is what we've been doing.
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I tried recording my voice for the human taunt sounds and came to the conclusion that my voice sucks. ;D
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belive it or not, headphones will work for recording sounds for audacity.
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Yes, headphones can record, but the quality isn't even high enough to be used in Teamspeak or Mumble, let alone go into the game.
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Microphones and speakers use almost the equally same principle. They though are specialized, you won't get any good audio recording even with pro headphones.
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what software have you guys been using to edit and create these sounds? i think i wanna help finish up the sounds. Ive been searching and i have a few i wanna work with, but im not sure what program to use and i dont wanna search through all 9 pages of this thread
thanks in advance.
edit: is there some sort of repository or something where i can listen to the originals. I'd be nice to intercompare and keep the sounds somewhat similar.
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what software have you guys been using to edit and create these sounds? i think i wanna help finish up the sounds. Ive been searching and i have a few i wanna work with, but im not sure what program to use and i dont wanna search through all 9 pages of this thread
Audacity should be good to start with. Also you can try SoundHack.
edit: is there some sort of repository or something where i can listen to the originals. I'd be nice to intercompare and keep the sounds somewhat similar.
Unpack your .pk3 :)
If that does not suit you, I believe khalsa has a sounds repository somewhere at mercenariesguild.net.
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Guys, I think i screwed something up. Since my sounds were modifacations of the original, i deleted them, but now the telenode thing is screwed up :S ill try to fix it.
EDIT: Fixed it!
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I'm daddling with sounds(i do sound engineering for a local band whenever they record), so i'm dabbling and trying to find some sounds.
i'll tell ya'll what i come up with.
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thanks for the replies. I've mostly found some human movement sound templates i want to try and modify. wanna see how easy it is. if its too time consuming ill probably only end up finishing the human movement.
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Made some jetpack sounds by mixing two different sounds from freesound, and I'd say they turned out pretty decent. Tell me what you think.
BTW, I'd like to ask a question about CC licenses. What's the difference between CC-BY-SA and CC-Sampling-Plus in practice? I've tried looking them up and in my eyes CC-Sampling-Plus seems "free-er", or am I mistaken?
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BTW, I'd like to ask a question about CC licenses. What's the difference between CC-BY-SA and CC-Sampling-Plus in practice? I've tried looking them up and in my eyes CC-Sampling-Plus seems "free-er", or am I mistaken?
Here's a really good article giving an overview of all the different CC licenses, with a section about the Sampling licenses: http://www.soundonsound.com/sos/jan05/articles/creative.htm#6
Legal text: Attribution-ShareAlike 3.0 Unported (http://creativecommons.org/licenses/by-sa/3.0/legalcode) & Sampling Plus 1.0 (http://creativecommons.org/licenses/sampling+/1.0/legalcode)
As far as I can tell, sampling licenses let you specify whether commercial or non-commercial uses of your work in advertising is allowed or not.
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Made some jetpack sounds by mixing two different sounds from freesound, and I'd say they turned out pretty decent. Tell me what you think.
BTW, I'd like to ask a question about CC licenses. What's the difference between CC-BY-SA and CC-Sampling-Plus in practice? I've tried looking them up and in my eyes CC-Sampling-Plus seems "free-er", or am I mistaken?
I have nothing against your sounds, if this was anything but tremulous. The fact that a majority of players like to camp and for some reason use jetpacks would make this sound very painful.
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I have nothing against your sounds, if this was anything but tremulous. The fact that a majority of players like to camp and for some reason use jetpacks would make this sound very painful.
Hah, alright. I tried to make them less annoying than the original sounds though, but I guess that's no difficult task :p
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I hate to say it, but I think we need to make the B-suits new taunt most metallic/robotic, right now on the Wiki it's a slowed down version of the new human taunt. Also most the alien taunts sound the same, with just a slight variation :l
Just my personal thoughts,
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Hey guys. I just wanted to introduce myself.
I am a professional sound engineer.
I was directed to your site by a Tweet from this person ----> http://twitter.com/#!/Linux_Gaming
When I saw you were looking for help, I immediately wanted to offer my services.
I own a 24-channel, vintage British analog console and a closet full of a wide variety of microphones.
The information in the Wiki is slightly overwhelming. I know nothing about the licensing information which you speak of, and the only game audio engine I've ever used is Audiokinetic Wwise. I have modded the audio of the game "Cube" (the original version of Assault Cube & Saurbraten) on countless occasions. I am 100% absolutely familiar with recording gun sounds, alien sounds, footsteps, deaths, doors, etc. I just need to get my bearings here if I am to be of any help. Anyone feel like holding my hand for a little bit to get me started?
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Hey guys.
Feel free to use this thread for discussion but please submit any sounds you want on the test server to the svn sounds thread (http://tremulous.net/forum/index.php?topic=14952.0). Early and/or incomplete versions are accepted. We want to test early and often. Just make sure your licensing info is correct and submit in the format described in the first post.
@bradleypariah:
You can use webchat.freenode.net (http://webchat.freenode.net/?channels=%23tremulous,%23tremulous-dev) to get in contact with other Tremulous players and devs. The link will connect you to two chatrooms (channels). You should find some more direction there. :)
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The information in the Wiki is slightly overwhelming. I know nothing about the licensing information which you speak of
Do you mean you don't know what the licenses are and what they mean? Because that can be explained, it's fairly straight forward.
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The information in the Wiki is slightly overwhelming. I know nothing about the licensing information which you speak of, and the only game audio engine I've ever used is Audiokinetic Wwise. I have modded the audio of the game "Cube" (the original version of Assault Cube & Saurbraten) on countless occasions. I am 100% absolutely familiar with recording gun sounds, alien sounds, footsteps, deaths, doors, etc. I just need to get my bearings here if I am to be of any help. Anyone feel like holding my hand for a little bit to get me started?
Ok, basically the wiki (http://tremulous.net/wiki/Sound_Licenses) contains a list of all the sounds used in tremulous in various tables. Basically we just don't have permission to use most of the sounds that were used in 1.1 for 1.2. Therefore we have to get new sounds to replace them. The first two pages of this thread pretty much explain things. Basically you needn't worry about licensing information of the stuff that needs replaced, because AFAIK we usually just don't know what the original licensing was. The important thing is that the replacement stuff we create be under the CC-by-SA or, if you really must, use the CC Sampling Plus license. Both are linked to below:
http://creativecommons.org/licenses/by-sa/3.0/
http://creativecommons.org/licenses/sampling+/1.0/
Is there something in specific you need help with?
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Is there something in specific you need help with?
Actually yes. :-)
I have now started to record sound and I have some products for everyone to critique, but I don't know where to post them.
I hate seeming so dense, but I didn't notice a link in the first entire page of this thread, nor did I see instructions on the Wiki.
Can I email them to someone along with my personal info? If I record the sounds myself (and OF myself) for free, then the licensing isn't an issue, right? That's what someone on the chat said...
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Is there something in specific you need help with?
Actually yes. :-)
I have now started to record sound and I have some products for everyone to critique, but I don't know where to post them.
I hate seeming so dense, but I didn't notice a link in the first entire page of this thread, nor did I see instructions on the Wiki.
Can I email them to someone along with my personal info? If I record the sounds myself (and OF myself) for free, then the licensing isn't an issue, right? That's what someone on the chat said...
Yeah, they never said anything about a hosting site. Freezway's been using DropBox (https://www.dropbox.com), and since that's the easiest way I've seen to host/share files (and for other people to view them- there's no download page), I used it too. But if you've got something that works better (like a personal site), feel free to use that. DropBox is just the unofficial method.
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Dropbox (http://www.dropbox.com/) is used by many members to host files and share them with the community. But any hosting site should work fine. And if you create the sound yourself, there shouldn't be any licensing problems. Thanks for you help, and I look forward to listening to some of your sounds!
Edit: Yeah, Pazuzu beet me too it.
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Fair enough - and then should I feel free to edit the wiki once I upload something?
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Fair enough - and then should I feel free to edit the wiki once I upload something?
Absolutely
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Okay. I've started to update the Wiki. Just look for my name - I am Bradley Torrison.
Suggestions are welcome :-)
Unfortunately, the game keeps crashing on my system. I am trying to improve upon the original sounds, without knowing how they sound in context, so please understand I'm not trying to take an artful detour of the original audio. I'm just trying to re-make them with common household items.
So, I don't know what to write in the Wiki about the license stuff since I'm making all these sounds myself. Someone in the chat just told me to keep recording and let someone else worry about that...
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Unfortunately, the game keeps crashing on my system. I am trying to improve upon the original sounds, without knowing how they sound in context, so please understand I'm not trying to take an artful detour of the original audio. I'm just trying to re-make them with common household items.
If you'd post the nature of the crash in the troubleshooting forum, we'd be glad to help you.
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Okay, that's enough for today. ;D
I really hope I'm on the right track. Please let me know if I can adjust these current sounds or if you had something different in mind. I'll check back later tonight or tomorrow.
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The footsteps sound great, but the metallic part of the clanking footsteps sounds a bit too dull. You're definitely on the right track, thanks for your work so far and welcome aboard!
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Quick reminder: Please post new sounds in the sound svn thread (http://tremulous.net/forum/index.php?topic=14952.0) so we can test them easily on a Tremulous server.
For sounds you create yourself, please use the "CC BY SA 3.0" license (Creative Commons Attribution Share-Alike 3.0) by saying so in your post on the other thread. Thanks.
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There were only two posts in that thread, so I felt a little weird posting all that stuff in there... are you guys deleting peoples' posts after you retrieve their submissions? I hope I just did all that right...
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You did it perfectly. :)
The svn thread is recent so you're the first to submit sounds there. It's just to make testing easier. Soon we'll see your sounds on the sound test server!
Thanks very much!
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Sweet balls! =D
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no one is confused. Why has the percentage of sounds done gone DOWN wonders no one. no one asks that someone tell no one.
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My guess is that some sounds were not up to par and need to be redone.
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no one is confused. Why has the percentage of sounds done gone DOWN wonders no one. no one asks that someone tell no one.
The Q one wonders about the nature of no one and his way of talking of no one in third person.
The Q one is confused and upset. Someone, motivate the Q one.
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Brandon Morris (aka Brandon75689) removed many (presumably his own) sounds. I'm gonna need details about why before I remove them from svn.
He also added a confusing entry:
[http://www.freesound.org/samplesViewSingle.php?id=74829 freesound
http://www.fileden.com/files/2008/12/24/2236619/heartbeat.wav BrandonMorris CC-BY-SA 3.0]||CC Sampling Plus 1.0
Presumably the freesounds version is CC Sampling Plus and his sound was created independently so he licensed it separately. Again, will need clarification because the order on the page is unintuitive.
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no one is confused. Why has the percentage of sounds done gone DOWN wonders no one. no one asks that someone tell no one.
The Q one wonders about the nature of no one and his way of talking of no one in third person.
The Q one is confused and upset. Someone, motivate the Q one.
no one answers that no one talks as no one talks. As for the lack of motivation, no one loves you, comforts no one.
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I found some nice sounds for pulse rilfe. They are a bit less annoying than the old ear-ripping effects. If you want to try, download the .pk3 file here:http://www.easy-share.com/1913703938/data-prifle.pk3 (http://www.easy-share.com/1913703938/data-prifle.pk3)
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You can hear lucifer cannon's sound in this game (awensome) :D
http://www2.rasterwerks.com/game/phosphor/beta2.asp
And also, default chaingun noise is very annoying, in superpie's visual .pk3 file is better and smoother chaingun noise. Thx for superpie, i love ur visual .pk3 file! :)
Link: http://tremulous.net/forum/index.php?topic=10646.0
Edit: The lcannon's sound is just right in start of game, you can hear that sound when you are equipping lcannon.
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i found this site that might help.
http://free-loops.com/6374-chain-gun-sound.html
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i found this site that might help.
http://free-loops.com/6374-chain-gun-sound.html
Seems like a rifle sound. Its very good if you would put it on Stannums rifle on his repo. Its a good rifle sound nevertheless
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So what's the plan for the moment? Suddenly and unexpectedly we've been put back half a year in progress.. and in this speed we won't be done for another 2 years or so.
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Here's what I say.... Release it without sounds. I'm not kidding. Then, someone will make a sound mod for it with all the old sounds within the week. This will happen, undoubtably. Eveyone can just download that and there will be sounds, and there will be no-one to sue over copyright issues, as if the owner cares. If you ask me that's the best thing to do. Best, easiest, etc. Tell me what you think about that....
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Here's what I say.... Release it without sounds. I'm not kidding. Then, someone will make a sound mod for it with all the old sounds within the week. This will happen, undoubtably. Eveyone can just download that and there will be sounds, and there will be no-one to sue over copyright issues, as if the owner cares. If you ask me that's the best thing to do. Best, easiest, etc. Tell me what you think about that....
Can't you sue the modder?
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Here's what I say.... Release it without sounds. I'm not kidding. Then, someone will make a sound mod for it with all the old sounds within the week. This will happen, undoubtably. Eveyone can just download that and there will be sounds, and there will be no-one to sue over copyright issues, as if the owner cares. If you ask me that's the best thing to do. Best, easiest, etc. Tell me what you think about that....
Better yet, release it with the replacement sounds only. That way we have a few placeholders, at least.
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I say just close the US and EU servers and people would start making sounds.
Better yet, shut down the master server. If you close down 1.1, they wont do crap and start flaming the forum.
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I say just close the US and EU servers and people would start making sounds.
Better yet, shut down the master server. If you close down 1.1, they wont do crap and start flaming the forum.
This guy has the right idea, it's not like anyone would stop playing and leave the game if you shut it down.
Oh wait.
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I say just close the US and EU servers and people would start making sounds.
Better yet, shut down the master server. If you close down 1.1, they wont do crap and start flaming the forum.
Flaming and not doing anything != making sounds
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I still say my idea, placeholders or not.
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Can't you sue the modder?
Technically they can, but seriously... Over a couple sounds for a free video game? People pirate $40+ big label games and don't get sued, music, etc. Companies don't have the recources to sue all those people over a really big matter, why in god's name would they sue someone over some sounds nobody gives a fuck about?
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Because people are that way.
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The people who own the sounds won't. They'll out source to some other company who gets paid per lawsuit.
And decent sounds cost way more than $40, there are a couple of hundred of them, and tremulous has had more than 2 million downloads for sourceforge alone.
By RIAA math we probably already owe more than the global GDP :)
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So what's the plan for the moment? Suddenly and unexpectedly we've been put back half a year in progress.. and in this speed we won't be done for another 2 years or so.
I received a message about the sounds being removed.
19:06 <F50> Hi, I understand that you recently removed a lot of your stuff from the tremulous sound project?
...
19:08 <Brandon75689> the server crashed and i lsot majority of my sounds
...
19:09 <F50> You should tell teapot that, if he has them in his svn, then you can still get them back
I do have them in svn so our progress is still 80%.
The other sound thread (http://tremulous.net/forum/index.php?topic=14952.msg215024#msg215024) is more up to date than the wiki.
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I say just close the US and EU servers and people would start making sounds.
Better yet, shut down the master server. If you close down 1.1, they wont do crap and start flaming the forum.
Flaming and not doing anything != making sounds
I made some and they were bad and they were "locked", so other ppl couldnt see them. Ill try making some sounds later.
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Will the disconnect animation and noises still be bubbles?
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Explosion without making damage would be awesome :D
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http://tremulous.net/w/index.php?title=Sound_Licenses&diff=4468&oldid=prev
Anyone know more about that change?
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We don't need hovel sounds do we?
{|border="1"
|+buildables/hovel
|-
!Filename!!Original Source!!Original License!!Replacement!!Replacement License
|-
|attack1.wav||Unknown||Unknown|| Not Needed ||
|-
|attack2.wav||Unknown||Unknown|| Not Needed ||
|-
|pain1.wav||Unknown||Unknown|| Not Needed ||
|-
|pain2.wav||Unknown||Unknown|| Not Needed ||
|}
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Guess I should have looked a few lines above the diff >_>.
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Why not to borrow ufoai sounds, they have awesome sfx
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Modified by Mjw069
The above is for buildables/tesla/idle1.wav
Modified from what? The original license needs to be compatible with CC BY SA 3.0 for you to release your modifications under that license.
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So, did Brandon manage to recover his sounds? If he doesnt, i still have the 1.2 sounds preview from kiwi a long time back.
Meh, if im starting to literaly DREAM about 1.2 being released, I think i should get started.
Leds Do Diz!
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19:06 <F50> Hi, I understand that you recently removed a lot of your stuff from the tremulous sound project?
...
19:08 <Brandon75689> the server crashed and i lsot majority of my sounds
...
19:09 <F50> You should tell teapot that, if he has them in his svn, then you can still get them back
I do have them in svn so our progress is still 80%.
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http://dl.dropbox.com/u/1057520/grng4.wav granger taunt
http://dl.dropbox.com/u/1057520/grngp4.wav granger death
http://dl.dropbox.com/u/1057520/grngJ.wav granger jump
CC-BY-SA
f1 or the bus won't leave
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Ekk those sounds are going to need a lot of rework or not to be used at all ziplock :-(
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No matter what the quality, no sounds are useful without license information.
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I have some time this week, so I want to help contribute if I can. From what I gather:
1. Even though it isn't as good as producing our own sounds, we can use sites like freesound to get sounds, as long as it's CC-BY-SA or sampling+.
2. The sounds that need to be replaced are blank/[] under the "replacement" column at http://tremulous.net/wiki/Sound_Licenses .
3. We have to submit them for review over at http://tremulous.net/forum/index.php?topic=14952.0 .
So I have a few questions.
1. Where are the sound files located? I tried poking around the pk3 files in the gpp directory but didn't find anything.
2. Other than replying with links to the files in http://tremulous.net/forum/index.php?topic=14952.0 , is there anyone in particular that does a QC on them?
3. How can we test it locally? Do we replace the sound files with our own, create our own server, and then test it?
Edit:
There is not QC at the moment.
Sound files are located in base/data-1.1.0.pk3/sound , .pk3 files are .zip files.
You have to create your own server to test sounds, joining US1 server gives an error.
You can test out weapon/alien sounds by doing something like /devmap atcs to allow cheats, then /set g_alienstage 2 to get stage3, then /give all to get credits.
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I believe the SVN is just a better way of organizing submitted sound effects than the Wiki is. Just as with the Wiki, nobody is actually doing quality checks at this time. There's no "reviewing" yet, although you might get feedback from other players.
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Ekk those sounds are going to need a lot of rework or not to be used at all ziplock :-(
so that means you like them, if I'm reading correctly. thank.
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What's our progress on sounds? How many left to do? How much money to pay someone to get the rest complete?
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Shame on you! Open source software and the time and effort put out to create it will always be 100% free.
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Heck if it would cost $100 then we should raise funds and be done with it.
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Heck if it would cost $100 then we should raise funds and be done with it.
I'm sure that's exactly how much it costs to get sounds created for a video game.
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Open source software and the time and effort put out to create it will always be 100% free.
Time and effort alone are not 'free'. Open source just means that the source code is freely available and the software is distributed for free;
that doesn't mean that it can't be expensive to develop the software, as many open source projects have paid developers.
A professional sound studio/technician could (should) be hired to create the sounds that the community isn't able to provide. Donations to fund the project could be raised using Kickstarter (http://www.kickstarter.com/) or another donation system (http://custom.simplemachines.org/mods/index.php?mod=916).
A quick estimate of the cost could be a few hundred to several thousand dollars.
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Open source software and the time and effort put out to create it will always be 100% free.
Time and effort alone are not 'free'. Open source just means that the source code is freely available and the software is distributed for free;
that doesn't mean that it can't be expensive to develop the software, as many open source projects have paid developers.
A professional sound studio/technician could (should) be hired to create the sounds that the community isn't able to provide. Donations to fund the project could be raised using Kickstarter (http://www.kickstarter.com/) or another donation system (http://custom.simplemachines.org/mods/index.php?mod=916).
A quick estimate of the cost could be a few hundred to several thousand dollars.
Technically the development does not need to cost money, maybe if you take amount of power used and food consumed but i don't believe that counts... yet. If the community can't contribute, then it shouldn't be hart to create it yourself. That's my opinion.
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We should do that.
A fundraiser for sounds, we could get a forum native here that has good capacity to create sounds.
Maybe one outside of the USA, somewhere where the exchange rates favor us. There is much talent that could qualify within the good and cheap criteria.
I'd give $10 right now if we got something going.
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First up would need to find out how much it would cost etc, there's a *lot* of work we would need to do before hiring someone.
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First up would need to find out how much it would cost etc, there's a *lot* of work we would need to do before hiring someone.
Why don't we start a fundraiser to hire someone to do that work?
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First up would need to find out how much it would cost etc, there's a *lot* of work we would need to do before hiring someone.
Why don't we start a fundraiser to hire someone to do that work?
Because first we'd have to decide what work we actually want done professionally, and roughly how much we'd need.
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First up would need to find out how much it would cost etc, there's a *lot* of work we would need to do before hiring someone.
Why don't we start a fundraiser to hire someone to do that work?
But who could judge who would have the ability to do the research into hiring a sound development? I say we start a fundraiser for hiring someone to look into this.
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First up would need to find out how much it would cost etc, there's a *lot* of work we would need to do before hiring someone.
Why don't we start a fundraiser to hire someone to do that work?
But who could judge who would have the ability to do the research into hiring a sound development? I say we start a fundraiser for hiring someone to look into this.
I'd participate in donating then. Lets get 1.2 out of the way forever then we can see if we can remake tremulous on a newer engine so people, who reapd said are lazy "chungas" would actually play the game instead of jugdeing it by its graphics.
Obv that means kick up the verts and engine features.
Maybe the newest IDtech or possibly source?
Meh, lets unmyth 1.2 and make the next myth for a different engine.
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I'd participate in donating then. Lets get 1.2 out of the way forever then we can see if we can remake tremulous on a newer engine so people, who reapd said are lazy "chungas" would actually play the game instead of jugdeing it by its graphics.
Obv that means kick up the verts and engine features.
Maybe the newest IDtech or possibly source?
Meh, lets unmyth 1.2 and make the next myth for a different engine.
As much as I like the new-engine idea, the devs have already stated that they don't want to move tremulous to another engine. Currently the newest ID engine that's opensource is idtech3, which is what tremulous uses (and the source engine, sadly, isn't open source.) However, XreaL is derived from idtech3, and looks very nice (I've tested it myself.) but, again, the devs aren't up for porting it to a new engine.
EDIT: I just realized how off topic this is getting.
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Actually they (Timbo IIRC) stated that if they are going to port to anything, XReal is the only possible option for now. Basically same thing but still quite different :P Still it doesn't explain what engine discussion is doing in thread about sound licence?
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Actually they (Timbo IIRC) stated that if they are going to port to anything, XReal is the only possible option for now. Basically same thing but still quite different :P Still it doesn't explain what engine discussion is doing in thread about sound licence?
I think the takeaway is it would be the easiest and best option, but that's only theoretical, no official port is going to happen. But anyways, this is too off topic.
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I still think filler sounds are in order. Have the devs release something with really crappy sounds, and within the hour someone (even me) would just compile the old sounds from Trem and put them in, and the problem is solved... No liability to the devs, which is all they care about, right?
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I have made this sound for idle1 (overmid idle) - thought an overmids should be slimy and moderately disgusting so here it is...
use it as you see fit, just give pŕoper credits ;)
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I have made this sound for idle1 (overmid idle) - thought an overmids should be slimy and moderately disgusting so here it is...
use it as you see fit, just give pŕoper credits ;)
Hey, pass me one of those! They sound so tasty.
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Regarding the mgturret sounds, when is the firetemplate.wav played(does it play before or after the attack1.wav)?
And does it _need_ to be a lower pitch than the attack1.wav?
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In the wiki, [] means that we already have a sound right? If so, then the only sounds left to do are granger sounds. I'm not going to do those because I'm scared, but when we do get all the sounds, I think that we should definitely do a QC, since I know that a lot of the sounds aren't "44100 Hz or higher, mono, and wav," but can be converted easily. Also, some of the sounds have varying loudness and we might need to tweak them for consistency.
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Also, a lot of the sounds probably are quite bad, they need to be replaced.
But getting 100% done is already a major milestone.
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Oh, and I just noticed that the weapon sounds aren't listed on the wiki. I suppose those need replacing as well? They aren't listed in data-1.1.0.pk3/sounds but rather under data-1.1.0.pk3/models/weapons.
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Holy mother of God, no.... No.... Please no...
Umm... Let's see... Wolf-BR had all new sounds in his mod. Since he released that and it's open scource, we can use those. They're better than the originals, except for the rifle. The rifle is the only one that I would say needs to be fixed. I'll post them all up in a second considering the link to his mod is dead.
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Oh, and I just noticed that the weapon sounds aren't listed on the wiki. I suppose those need replacing as well? They aren't listed in data-1.1.0.pk3/sounds but rather under data-1.1.0.pk3/models/weapons.
Correct me if I'm wrong, but since they aren't listed on the wiki they need not to be replaced.
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Well Wolf_BR's sounds (or some of them) are so good they SHOULD be offical, so I will post them anyway. But not now. My MacBook just crashed and it had all the stuff on it....
I'm trying to back it up now but since one of the 2 cores seems to be fried I usually can't get past the boot up stage.
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Ok here they are, minus all the CC info because I don't know it, but he put them on this site so they're usable. Just don't know the exact info
http://dl.dropbox.com/u/25048882/chaingun/flash0.wav
http://dl.dropbox.com/u/25048882/lgun/flash0.wav
http://dl.dropbox.com/u/25048882/mdriver/flash0.WAV
http://dl.dropbox.com/u/25048882/shotgun/flash0.wav
I'll PM him about it but doubt he'll respond.
UPDATE: No I won't, it's been a year since he last logged on.
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the mdriver one has a mechanical cartridge-ejection sorta sound to it, but it's entirely energy based so shouldn't.
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But it sounds sick. That noise could be some sort of energy - recovery device to translate the kick of the weapon into more power for use.
C'mon, you have to admit that it is several times better than the current "whowssshhhh...."
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See if you prefer any of these for the massdriver:
[1] (http://www.mediafire.com/?k0f8ezt5vzb8ejf) [2] (http://www.mediafire.com/?fukwpwwn9dfci5w) [3] (http://www.mediafire.com/?brxuv22f3isqdln)
Heavily editted using your file and some public domain stuff.
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I am VERY sorry, because that must have taken a WHILE, but I personally still like the original... Actually it's the mechanical sound I like...
I guess any of yours but the last one are still better than the current MD shot.
But I cast my vote for Wolfbr's
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No need to be sorry if you don't like it; your honest opinion is what I want. Didn't take too long to make, I just felt the original didn't have enough of a kick to it and added some phaser effects to give david his energy-magic physics.
For me personally, I'd either stick with using the md sound I'm used to (nothing wrong with reverting the sound for personal use) or simplifying it to a very short sound without the faff.
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I highly doubt that WOLF_BR's sounds are licensed properly; I'm willing to bet they're directly lifted from something else, actually.
Don't put them on the wiki until we can verify that he generated them or that they have the correct license.
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I think he mentioned that alien sounds were taken from Alien vs. Predator game. So, how about weapons, somewhere else too? Probably.
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the mdriver one has a mechanical cartridge-ejection sorta sound to it, but it's entirely energy based so shouldn't.
Technically it is supposed to cause a small explosion where it hits. It really shouldn't be an energy weapon. It's a mini-railgun. It should also deal some small splash damage. Read the in-game description for it.
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As I recall it's a coil gun, so the projectile is so small it'll never need reloading.
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Yeah, but it sounds sick... and don't we not have to worry about licencing, because as FAR AS WE KNOW he made them?
The stuff at the end actually helps me when I'm aiming.... When the sound stops I know it's time to take my next shot.
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This isn't about what we know or don't know, it's about making sure it's not possible to get into legal trouble for distributing Tremulous.
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Did someone get into trouble for distributing tremulous 1.1?
Will someone get into trouble for distributing tremulous 1.1?
possible (http://openarena.ws/board/index.php?topic=4056.0)...
But that is not the real problem.
It is about honesty and open source philosophy
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MD should have SMALL splash damage, and i think its a mini nuclear railgun, so maybe have the green particles come out with a small acidic-energy burst?
Nah
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You've got a point..... Well I emailed him about it... Maybe he got it from a freesounds site or something...
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MD should have SMALL splash damage, and i think its a mini nuclear railgun, so maybe have the green particles come out with a small acidic-energy burst?
Nah
Yeah, I was wondering but isn't the Mass-driver meant to deplete alien health like poison? The description clearly says so.
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This isn't the gameplay area.
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BUMP!
There are only a tiny number of sounds left till 1.2.
HERE - http://tremulous.net/forum/index.php?topic=14952.30
It's really just the granger sounds. Now, we need these done, and nobody seems to want to do them, but it sucks that 5 sounds are keeping us from 1.2... If anybody has ANY ideas or knows where the original granger sounds came from, post here on on the thread above. Thanks.
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Really?? just 5 sounds??
I though there were still a lot more....
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The wiki is wrong.... We're 95% done. It's more like 11 sounds left... but whatever.
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*bobs in anticipation*
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devs are going "CRAP, THEY ACTUALLY ARE GOING TO FINISH"
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Hey guys I have 1 sound file that could be better then whats in the SVN for the electric hum.
I was bored and during my reading regarding line frequency I found the sound.
It's license I, the copyright holder of this work, release this work into the public domain. This applies worldwide.
In some countries this may not be legally possible; if so:
I grant anyone the right to use this work for any purpose, without any conditions, unless such conditions are required by law.
http://en.wikipedia.org/wiki/File:50Hz_hum_square.ogg
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Have you guys tried OpenGameArt.org? It has free audio stuff too.
You can browse by type by going to Browse -> Audio -> __________ .
You can then filter by license and type.
Quick link for CC-BY-SA-3.0 filter: >>=60&field_genre_value_op=or&sort_by=created&sort_order=DESC]HERE (http://opengameart.org/browse/audio?field_license_taxonomy_value_op=or&field_license_taxonomy_value[)<<
The only problem I see is that there's lots to look through, and few that might really match what's needed. I'll look through some when I have time, but there's still tons.
Hope this helps.
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Hey guys I have 1 sound file that could be better then whats in the SVN for the electric hum.
I was bored and during my reading regarding line frequency I found the sound.
It's license I, the copyright holder of this work, release this work into the public domain. This applies worldwide.
In some countries this may not be legally possible; if so:
I grant anyone the right to use this work for any purpose, without any conditions, unless such conditions are required by law.
http://en.wikipedia.org/wiki/File:50Hz_hum_square.ogg
That looks non-free to me.
Reason: in countries which do not recognise public domain, the alternative only grants the right to use it. Also needed are the rights to distribute and modify (though the intent may be to allow this, the rights are not explicitly granted and therefore are reserved.)
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One could argue that "use for any purpose" also includes use to create a new derivative sound, but seriously, that should be good enough. One could argue that there might be a country somewhere in which the GPL and/or CC could be considered invalid. The intent for that sound to be completely free is there, and few countries try to enforce this if the copyright holder is not trying to enforce his own rights. I think you are being far too pedantic here.
At very least, if its free enough for debian, it should be free enough for tremulous.
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TIL PD is non free...
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Visiting the Brindus server was
eyeear-opening. I'm working on some replacement sounds for the replacement sounds right now; here's (http://dl.dropbox.com/u/16081358/turret_fire1.wav) a firing turret.
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Visiting the Brindus server was eyeear-opening. I'm working on some replacement sounds for the replacement sounds right now; here's (http://dl.dropbox.com/u/16081358/turret_fire1.wav) a firing turret.
Sounds shouldn't be considered final until well after 1.2 is.
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I did what I could. Those of you more firm than I must decide if any of these (http://dl.dropbox.com/u/16081358/firmness.wav) noises could pass for granger sounds.
(By the way, I was surprised at how gurgly my voice could be. The only effect I ended up using was a slight chorus.)
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I did what I could. Those of you more firm than I must decide if any of these (http://dl.dropbox.com/u/16081358/firmness.wav) noises could pass for granger sounds.
(By the way, I was surprised at how gurgly my voice could be. The only effect I ended up using was a slight chorus.)
Lol, I like the 2nd one the best.
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Awesome, absolutely *awesome.
I think the the "mwahum" sounds (the last two), particularly the longer one are of course, the most useful. think I'll use the coughing for the granger taunt, just to get rid of that horrible...horribleness that we're using now. I put the shorter mwahum as the jump sound, but perhaps those would be better used as a taunt.
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thanks for your support on my meeger sound creation abilities. :)
/me created the granger sounds :<
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http://dl.dropbox.com/u/1057520/jump1.wav
http://dl.dropbox.com/u/1057520/taunt.wav
CC-BY-SA
Sorry, but I think more gurgles are required in the field of grangering. File names are self-explanitary, identical to that of the original pk3, if my mic survives (it may not, it seems to have a short circuit- this happens to me a lot for some reason) I'll see what else I can do. I have like 20 versions of the jump sound file (my favorite alternatives are here (http://dl.dropbox.com/u/1057520/jump1-4.wav), and here (http://dl.dropbox.com/u/1057520/jump1-2.wav)) so I can post alternatives as well- this was just the one that kharnov liked best. As for the taunt, well, I have another taunt- but it's worse imo... maybe, idk. I'm bad at judging my own work.
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Holy mother of God, no.... No.... Please no...
Umm... Let's see... Wolf-BR had all new sounds in his mod. Since he released that and it's open scource, we can use those. They're better than the originals, except for the rifle. The rifle is the only one that I would say needs to be fixed. I'll post them all up in a second considering the link to his mod is dead.
I have only two copies of the mod on my computer(the two most current versions- b6 and classic), later, i post new links.
ok, the most aliens sounds are from AvP 1 and natural selection 1.
the acts textures = HL2 DM(fre game, if you have a ge force),
weapons sounds = various sources, some from hl/hl2 mods, others free games and cs weapons skins(game banana, custom skins),
MD sound are from shogo(I edited the sound a bit, but, not all sound are from shogo).
Do not worry but, so releasing new models with the 1.2, I make a mod with new skins/effects and sounds : )
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I have only used sounds that don't comply with the Licensing standards
: )
That's what I'm getting from your post.
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the acts textures = HL2 DM(fre game, if you have a ge force)
Wow. Ignorance of that level takes some serious talent.
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http://dl.dropbox.com/u/1057520/jump1.wav
http://dl.dropbox.com/u/1057520/taunt.wav
CC-BY-SA
Sorry, but I think more gurgles are required in the field of grangering. File names are self-explanitary, identical to that of the original pk3, if my mic survives (it may not, it seems to have a short circuit- this happens to me a lot for some reason) I'll see what else I can do. I have like 20 versions of the jump sound file (my favorite alternatives are here (http://dl.dropbox.com/u/1057520/jump1-4.wav), and here (http://dl.dropbox.com/u/1057520/jump1-2.wav)) so I can post alternatives as well- this was just the one that kharnov liked best. As for the taunt, well, I have another taunt- but it's worse imo... maybe, idk. I'm bad at judging my own work.
wow these are awesome, are you a granger maybe?
What I would do with these now is increase bass frequencies (or maybe it's my speakers) and/or add a little bit of some kind of distortion (guitarish overdrive would be neat :P ) to eliminate that "humanish" flavor it has now.
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Alright, I tried a few gurgles myself. Medistation edited them for me, and here (http://dl.dropbox.com/u/1057520/F50gurgle2.wav) is the result.
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Alright, I tried a few gurgles myself. Medistation edited them for me, and here (http://dl.dropbox.com/u/1057520/F50gurgle2.wav) is the result.
It sounds like a granger using Listerine.
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actually that sounds pretty damn good. Tell me is the wiki up to date with sounds?
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Hey guys,
Just wanted to let you know I've added four new homemade menu sounds to the wiki under the miscellaneous category.
I did just read, however, that the wiki is not accurate; perhaps my submissions are obsolete/unnecessary?
Either way, check them out and tell me what you think, I'll post the links here as well.
http://dl.dropbox.com/u/36998079/Menu1.wav
http://dl.dropbox.com/u/36998079/Menu2.wav
http://dl.dropbox.com/u/36998079/Menu3.wav
http://dl.dropbox.com/u/36998079/Menu4.wav
BTW - I am happy to offer my services as a mixer/audio editor/producer in any way they might be useful. For example, send me a link to some of those granger recordings and I'll see what I can do with them
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Bump?
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These sounds are good, they fit fairly well with the game.
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I'm confused, what sounds are still missing? ???
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Just about all of them.
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Just about all of them.
Not quite. The Tremulous Sound SVN (http://tremulous.net/forum/index.php?topic=14952.0) is at 95% completion but we've run into some hosting problems and have been slowed down for a while. Even better, some people have contributed more sounds that haven't been added to the svn yet (due to it being down). But on the bad side, many of these sounds don't fit and will need to be replaced. Here (http://tremulous.net/forum/index.php?topic=14952.msg221713#msg221713) is the latest status update. Once a few more things get sorted out we should be able to continue our work on this project.
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Just about all of them.
Not quite. The Tremulous Sound SVN (http://tremulous.net/forum/index.php?topic=14952.0) is at 95% completion
This post gives me false-hope that it will be done soon. I refuse to get my hopes up. >:(
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I'm pleased I started the ball rolling. I have the odd feeling that without someone starting it we would have spun our wheels forever.
For what it's worth, thanks to everyone who picked up the ball after I stopped making my sounds. Please keep persisting till the job is done.
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thank you P.fish to you i owe many rolling balls
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It would be cool if 1.2 was released on Dec 3, its the 2 year anniversary of the gpp
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yeah right, it should be released just when everyone is playing battlefield 3, mw3 etc.
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Would anyone from Trem staff like a new home menu theme song? I am a electronic producer:
smalldotdesign.net/music (http://smalldotdesign.net/music)
I can do a cinematic video game dark song and post it here for people to critique and feedback.
It'd be neat to be a part of my favorite comp game :D
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Is this done now?
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Depends on your definition of done I suppose!
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Depends on your definition of done I suppose!
billclinton.jpg
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Has there been any movement on this in two months?
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Has there been any movement on this in two months?
no, but at least this has progressed more than TremZ/Unvanquished sound assets in the last two months.
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HAHA someone sounds bitter about a dying game
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HAHA someone sounds bitter about a dying game
or someone is stating the truth that neither of the existing TremZ/Unvanquished sounds are usable because they infringe copyright.
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F1. Everyone hates volt now. Well, almost.
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Today I felt like an artist and wanted to play with the sounds from http://www.freesound.org/ (has camelsounds !). So I went to http://tremulous.net/wiki/Sound_Licenses to see what was needed but all I got to see was this:
This page has been deleted. The deletion log for the page is provided below for reference.
21:26, 10 February 2012 David (Talk | contribs) deleted "Sound Licenses" (Vandalism: content was: 'Discussion of this page is [http://tremulous.net/forum/index.php?topic=13257.0 here on the forums] You can listen to the sounds in-game or at http://khalsa.mercenariesguild.net/tremsounds/. Please include a direct link to yo)
I also saw that tremwiki has turned into spammers paradise (see 'Recent changes'), guess it needs a new maintainer.
TTYL,
GPF