Author Topic: Getting some new effect cds  (Read 7066 times)

dolby

  • Posts: 139
  • Turrets: +2/-1
    • http://www.tremulous.net
Getting some new effect cds
« on: February 12, 2003, 04:53:28 pm »
I'm really excited, I found 2 effect cds for an incredibly low price (180 US) that I will be getting for Tremulous.

This will improve the sound in a few ways:

#1.  We'll have very distinguished and original effects for Tremulous
#2.  We won't have to worry about licensing (I try to use all royalty free but a few are from grab bag cds)
#3.  All effects will be cd quality as source, scaled to 16 bit 22khz sound (which is extremely close to cd quality in game)
#4.  We won't have to foley-improvise most of our effects with non-suitable material.  It is extremely hard to make a laser gun effect without a suitable base sound.  This cd will enable us to have many effects such as lasers, gaseous sounds, hydraulic door lifts, etc at our disposal without having to create samples by blending.  Pre-created samples not only speed up the sound process, but also give me more time to tweak them individually.

I'm thinking about 50-60% of the current sounds created (out of the about 50 or so) will be redone when I get this cd pack.  I'll also be posting a few hive mind samples voiced samples for you guys to give some feedback on soon.

-Dolby
olby
Sound Engineer

Unleashed

  • Posts: 11
  • Turrets: +0/-0
    • http://www.visupoint.com
Getting some new effect cds
« Reply #1 on: February 13, 2003, 07:14:26 pm »
Wow, thats pretty expensive to me :)

One request; make the marine weapons sound chunky, too many times games have poofy weapon sounds, that just make it seem like your shooting blanks and ruin the atmosphere. Just my humble opinion though..

dolby

  • Posts: 139
  • Turrets: +2/-1
    • http://www.tremulous.net
Getting some new effect cds
« Reply #2 on: February 13, 2003, 07:31:25 pm »
I agree, although most engines murder sound footprints (quake 3 is even guilty of this) when in game.  Mainly alot of treble and mids are muffeled which creates a much more empty effect.

I think counter-strike has a nice sound to most of it's guns, but if you ever open up the wavs they are completely over-amped, they litterally clip at every milisecond in the sound file.  This is to make them loud and also gives them more of a robust sound, but at the sacrifice of warping the sample a bit.

In reference to price, yes 180 is pricey, but the cds have a collective of about 250-300 sounds that are royalty free, which is what you're really paying for other than just the sample quality.

The Lucas Arts collection I bought a few years ago cost 500 for 5 cds =)
olby
Sound Engineer

Psylo

  • Posts: 100
  • Turrets: +0/-1
Getting some new effect cds
« Reply #3 on: May 09, 2003, 11:13:42 pm »
wow, i see youre really into that sound editing thing


do you still have the sounds i transferred to you in irc?
some pain sounds, bird sounds and my gloom pulserifle sound?

I kicked all games from my harddrive some weeks ago when i had to learn for my school exams and i forgot to save my modifications

dolby

  • Posts: 139
  • Turrets: +2/-1
    • http://www.tremulous.net
Getting some new effect cds
« Reply #4 on: May 30, 2003, 06:46:34 pm »
you had some nice ones Psylo, unfortunately I upgraded my machine (my hd crashed right before I did) so I lost ALL the sounds I did for trem (thankfully timbo still has them) along with the sounds you passed to me.  I'll be coming back on irc once I get a breather (probably in the next week or so) so if you're on we'll dcc some more ^_^.
olby
Sound Engineer

Godmil

  • Posts: 115
  • Turrets: +2/-0
    • http://www.godmil.com
Getting some new effect cds
« Reply #5 on: May 31, 2003, 08:26:19 pm »
Gawd that's a lot of money,  but it's nice to see someone dedicated to his art.

I tried doing some sound editing a wee while ago, and I found it extremely hard to find good quality royalty free base sounds.  I see now you have to pay for quality.
(I spent some time going through some of your work, it was very inspiring, cant wait to see (ooops ment 'hear') what you do for Trem :) )