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Tremulous Sound Licenses

Started by khalsa, April 19, 2010, 11:26:58 PM

Haraldx

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
Quote from: Tremhelper on June 17, 2011, 12:48:36 AM
...princibles of judgement do not apply to me.
Quote from: J3lackStar on July 14, 2011, 08:11:54 PM
I JUST MINED ANIMATED CREATURES

FisherP

#91
@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)

ziplocpeople

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
Quote from: Sir|Periculosusyes yes spam a little more and heyll understand! yes yes
मैं स्पैम बॉट समर्थन
मैं हिन्दी का समर्थन
~The Medistation

Gregstein

I'm not rude. This is heavy sarcasm.

F50

"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


freezway

#95
I added a % indicator on the wiki. So can we use sounds from freesound?

FisherP

Quote from: freezway on August 10, 2010, 06:52:53 PM
I added a % indicator on the wiki. So can we use sounds from freesound?

No, the license at freesound is not compatible with GPL

khalsa

#97
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:

Quote from: FisherP on June 09, 2010, 08:42:03 AM
Quote from: Cadynum on June 09, 2010, 02:12:52 AM
...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





Quote from: FisherP on August 05, 2010, 09:25:37 PM
@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





Quote from: FisherP on June 15, 2010, 10:19:22 PM
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.
}MG{ Mercenariesguild
ਮਨੁ ਜੀਤੇ ਜਗੁ ਜੀਤਿਆ

freezway

#98
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?

FisherP

Message received Khalsa... Thanks for the input.

freezway

Quote from: khalsa on August 12, 2010, 06:32:48 AM
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?

khalsa

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.
}MG{ Mercenariesguild
ਮਨੁ ਜੀਤੇ ਜਗੁ ਜੀਤਿਆ

freezway

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.

khalsa

#103
We do, but there are a handful I've gotten confirmation that he created from scratch. Wiki update as soon as I can, sorry.
}MG{ Mercenariesguild
ਮਨੁ ਜੀਤੇ ਜਗੁ ਜੀਤਿਆ

FisherP

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

FisherP

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.

FisherP

Quote from: khalsa on August 16, 2010, 06:20:36 AM
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?

freezway

Everyone is waiting on the wiki being update. It needs to happen.

c4

Quote from: freezway on September 02, 2010, 05:15:01 AM
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.
Quote from: AngelKnight on September 24, 2010, 03:58:01 AM
eh, i prefer gregorian.net chat better than this. NO download and its LIVE!
:basilisk: FTW![wiki]basilisk[/wiki]

freezway

I'm not. I have helped some. Also, I was on the irc:
Quote
Sep 01 21:41:20 <Khalsa>   ohhhh man
Sep 01 21:41:25 <Khalsa>   I totaly forgot about that

FisherP

Quote from: freezway on September 03, 2010, 04:02:42 AM
I'm not. I have helped some. Also, I was on the irc:
Quote
Sep 01 21:41:20 <Khalsa>   ohhhh man
Sep 01 21:41:25 <Khalsa>   I totaly forgot about that

LOL @ Khalsa.... :P

khalsa

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
}MG{ Mercenariesguild
ਮਨੁ ਜੀਤੇ ਜਗੁ ਜੀਤਿਆ

Lakitu7

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!

Pazuzu

#113
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.

Quote from: Tremhelper on September 05, 2011, 09:14:46 PM
ok, can you give me the tool thingy app that can code?

David

If anyone needs somewhere to upload files to, please do ask.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Crava_Loft

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.

DeadMeat

Quote from: Crava_Loft on September 17, 2010, 03:38:37 AM
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?

Gregstein

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.
I'm not rude. This is heavy sarcasm.

freezway

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.

Vortexx

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. ;)