Author Topic: Tremulous Sound Licenses  (Read 386238 times)

Haraldx

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Re: Tremulous Sound Licenses
« Reply #90 on: August 02, 2010, 03:01:49 pm »
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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FisherP

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Re: Tremulous Sound Licenses
« Reply #91 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)
« Last Edit: August 05, 2010, 09:27:32 pm by FisherP »

ziplocpeople

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Re: Tremulous Sound Licenses
« Reply #92 on: August 06, 2010, 02:46:07 am »
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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Gregstein

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Re: Tremulous Sound Licenses
« Reply #93 on: August 07, 2010, 02:23:33 pm »
So what sounds are missing?
I'm not rude. This is heavy sarcasm.

F50

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Re: Tremulous Sound Licenses
« Reply #94 on: August 07, 2010, 05:46:55 pm »
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


freezway

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Re: Tremulous Sound Licenses
« Reply #95 on: August 10, 2010, 06:52:53 pm »
I added a % indicator on the wiki. So can we use sounds from freesound?
« Last Edit: August 11, 2010, 05:35:21 am by freezway »

FisherP

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Re: Tremulous Sound Licenses
« Reply #96 on: August 11, 2010, 09:05:42 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

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Re: Tremulous Sound Licenses
« Reply #97 on: August 12, 2010, 06:32:48 am »
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:

Code: [Select]
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

Code: [Select]
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.
« Last Edit: August 12, 2010, 06:42:28 am by khalsa »
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freezway

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Re: Tremulous Sound Licenses
« Reply #98 on: August 12, 2010, 09:36:44 pm »
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?
« Last Edit: August 13, 2010, 04:21:09 am by freezway »

FisherP

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Re: Tremulous Sound Licenses
« Reply #99 on: August 13, 2010, 04:59:50 am »
Message received Khalsa... Thanks for the input.

freezway

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Re: Tremulous Sound Licenses
« Reply #100 on: August 14, 2010, 12:10:43 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

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Re: Tremulous Sound Licenses
« Reply #101 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.
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freezway

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Re: Tremulous Sound Licenses
« Reply #102 on: August 16, 2010, 06:22:02 pm »
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

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Re: Tremulous Sound Licenses
« Reply #103 on: August 18, 2010, 01:04:34 am »
We do, but there are a handful I've gotten confirmation that he created from scratch. Wiki update as soon as I can, sorry.
« Last Edit: August 20, 2010, 03:40:22 am by khalsa »
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FisherP

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Re: Tremulous Sound Licenses
« Reply #104 on: August 19, 2010, 08:19:18 am »
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

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Re: Tremulous Sound Licenses
« Reply #105 on: August 21, 2010, 10:04:25 pm »
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

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Re: Tremulous Sound Licenses
« Reply #106 on: August 31, 2010, 09:45:19 pm »
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

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Re: Tremulous Sound Licenses
« Reply #107 on: September 02, 2010, 05:15:01 am »
Everyone is waiting on the wiki being update. It needs to happen.

c4

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Re: Tremulous Sound Licenses
« Reply #108 on: September 03, 2010, 03:42:18 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.
eh, i prefer gregorian.net chat better than this. NO download and its LIVE!
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freezway

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Re: Tremulous Sound Licenses
« Reply #109 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

FisherP

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Re: Tremulous Sound Licenses
« Reply #110 on: September 03, 2010, 08:41:37 pm »
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

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Re: Tremulous Sound Licenses
« Reply #111 on: September 12, 2010, 08:27:23 pm »
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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Lakitu7

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Re: Tremulous Sound Licenses
« Reply #112 on: September 12, 2010, 09:47:01 pm »
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

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Re: Tremulous Sound Licenses
« Reply #113 on: September 13, 2010, 05:39:57 pm »
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.
« Last Edit: September 13, 2010, 05:41:32 pm by Pazuzu »

ok, can you give me the tool thingy app that can code?

David

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Re: Tremulous Sound Licenses
« Reply #114 on: September 13, 2010, 05:48:32 pm »
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.
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Crava_Loft

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Re: Tremulous Sound Licenses
« Reply #115 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.

DeadMeat

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Re: Tremulous Sound Licenses
« Reply #116 on: September 17, 2010, 01:02:24 pm »
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

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Re: Tremulous Sound Licenses
« Reply #117 on: September 17, 2010, 03:05:47 pm »
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

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Re: Tremulous Sound Licenses
« Reply #118 on: September 21, 2010, 05:52:21 am »
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

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Re: Tremulous Sound Licenses
« Reply #119 on: September 22, 2010, 07:17:13 am »
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. ;)