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.