Author Topic: Tremulous Sound Licenses  (Read 386408 times)

Demolution

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Re: Tremulous Sound Licenses
« Reply #150 on: November 21, 2010, 12:22:03 am »
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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A Spork

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Re: Tremulous Sound Licenses
« Reply #151 on: November 21, 2010, 01:12:22 am »
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

The last part, if kept at all, should likely be toned down...


I do like the sharp breath idea though.
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khalsa

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Re: Tremulous Sound Licenses
« Reply #152 on: November 21, 2010, 02:06:20 am »
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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freezway

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Re: Tremulous Sound Licenses
« Reply #153 on: November 21, 2010, 02:16:34 am »
THE RETURN OF KHALSA! YAY!

post these to the wiki, although here is fine as well...

Asvarox

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Re: Tremulous Sound Licenses
« Reply #154 on: November 21, 2010, 07:50:23 am »
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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RoHAK

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Re: Tremulous Sound Licenses
« Reply #155 on: November 21, 2010, 12:16:32 pm »
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)
« Last Edit: November 21, 2010, 12:18:46 pm by RoHAK »
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freezway

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Re: Tremulous Sound Licenses
« Reply #156 on: November 21, 2010, 11:53:34 pm »
If you look at the top of the page its got a link to the original sounds.

Just sent him an email.

Pazuzu

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Re: Tremulous Sound Licenses
« Reply #157 on: December 01, 2010, 10:46:40 pm »
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?
« Last Edit: December 01, 2010, 10:59:28 pm by Pazuzu »

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

freezway

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Re: Tremulous Sound Licenses
« Reply #158 on: December 02, 2010, 12:39:35 am »
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.

Pazuzu

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Re: Tremulous Sound Licenses
« Reply #159 on: December 02, 2010, 01:01:19 am »
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.

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

freezway

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Re: Tremulous Sound Licenses
« Reply #160 on: December 02, 2010, 01:32:19 am »
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?
« Last Edit: December 02, 2010, 01:37:06 am by freezway »

Pazuzu

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Re: Tremulous Sound Licenses
« Reply #161 on: December 02, 2010, 02:15:21 am »
I am now.
Also, http://www.zshare.net/audio/8338709720db1a73/
Enjoy your medistation.

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

freezway

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Re: Tremulous Sound Licenses
« Reply #162 on: December 02, 2010, 02:38:19 am »
Nice, I like it. Turret idle is going to be hard... Also, do we need "Firetemplate.wav"

Pazuzu

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Re: Tremulous Sound Licenses
« Reply #163 on: December 02, 2010, 02:54:33 am »
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.
« Last Edit: December 02, 2010, 07:16:19 pm by Pazuzu »

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

mooseberry

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Re: Tremulous Sound Licenses
« Reply #164 on: December 02, 2010, 05:00:53 am »
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

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Pazuzu

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Re: Tremulous Sound Licenses
« Reply #165 on: December 02, 2010, 05:35:26 am »
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.

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

freezway

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Re: Tremulous Sound Licenses
« Reply #166 on: December 02, 2010, 05:49:36 am »
Ok, I lol'd hard there. I uploaded your versions, Pazuzu. I also cleaned up the wiki a little. Makes it more readable.

cron

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Re: Tremulous Sound Licenses
« Reply #167 on: December 02, 2010, 06:37:45 pm »
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.

Quote
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 sound, based from the original which uses CC Sampling Plus.
« Last Edit: December 02, 2010, 10:08:06 pm by cron »

David

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Re: Tremulous Sound Licenses
« Reply #168 on: December 02, 2010, 08:52:36 pm »
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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Pazuzu

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Re: Tremulous Sound Licenses
« Reply #169 on: December 02, 2010, 10:10:40 pm »
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?

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

cron

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Re: Tremulous Sound Licenses
« Reply #170 on: December 02, 2010, 10:23:58 pm »

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 can convert stereo to mono by specifying to use 1 audio channel and to average the stereo channels:
Code: [Select]
$ sox stereo.wav -c 1 mono.wav avg
...and also convert mono to stereo by specifying 2 audio channels (-c 2):
Code: [Select]
$ 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.
« Last Edit: December 02, 2010, 11:11:56 pm by cron »

Meisseli

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Re: Tremulous Sound Licenses
« Reply #171 on: December 03, 2010, 12:06:31 am »
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!

freezway

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Re: Tremulous Sound Licenses
« Reply #172 on: December 03, 2010, 01:18:22 am »
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

F50

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Re: Tremulous Sound Licenses
« Reply #173 on: December 03, 2010, 06:35:40 am »
Having all the sounds actually there is probably a good idea. I'll probably try to get a few sounds in sometime this month.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


freezway

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Re: Tremulous Sound Licenses
« Reply #174 on: December 03, 2010, 06:40:01 am »
cool, lets make a goal, all sounds by feb?

Pazuzu

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Re: Tremulous Sound Licenses
« Reply #175 on: December 03, 2010, 06:41:07 am »
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.

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

freezway

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Re: Tremulous Sound Licenses
« Reply #176 on: December 03, 2010, 06:49:38 am »
cool, I was thinking that maybe this tread should be split into "Making new sounds" and about new/old sounds...

Deadbeat Engineer

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Re: Tremulous Sound Licenses
« Reply #177 on: December 03, 2010, 01:09:28 pm »
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 ^_^
I herd u liek maras?

This most definitely. I cannot begin to express how This this is.

KillerWhale

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Re: Tremulous Sound Licenses
« Reply #178 on: December 03, 2010, 02:20:35 pm »
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.

Pazuzu

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Re: Tremulous Sound Licenses
« Reply #179 on: December 03, 2010, 03:19:45 pm »
  • The buildable explosion noise sounds like a laser gun.
For humans? I like it, it could just use a bit more... enthusiasm.

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