Sound Effects
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Sound Effects
I've been digging around the net and found this page which is interesting.
http://www.hongkiat.com/blog/55-great-w ... d-effects/
Granted, it says it's an ad at the top (in fine print) but checking out Flash Kit it looks like there are a lot of good free audio clips on here (though flash kit has an annoying amount of advertisements.)
http://www.hongkiat.com/blog/55-great-w ... d-effects/
Granted, it says it's an ad at the top (in fine print) but checking out Flash Kit it looks like there are a lot of good free audio clips on here (though flash kit has an annoying amount of advertisements.)
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- Thalore
- Posts: 153
- Joined: Mon Oct 10, 2011 6:23 pm
Re: Sound Effects
I was reading a thread earlier where someone mentioned having sounds for monsters and what not. I would like to second this. Also having Ambient SFX would be nice too.
I saw the author said he could add all that in if anyone could make all the different sounds, but i would add my own sounds in if all that were in place. Having something else to listen to besides the music (which is nice at times) would be great.
If the author wanted to try it with some samp0le sounds, I would be more than willing to provide some. I have some good recording equipment and love doing that sort of thing.
I need to know what SFX clips to provide first though.
Each area should have it's own ambient SFX. Each Monster should have it's own "on hit" and "attack" SFX. Monster Roaming SFX would be nice as well although not everything would have that (snakes for instance or thief type creatures). Dying SFX for creature (and player) as well. A few random area SFX should be allowed to be called. For instance, when in a dungeon, perhaps we have a "slight wind through hallway" type ambient effect, but every once in a while a random ambient effect is played: rats scurrying, water drips, strange distant moans, etc.
If what i provide is liked well enough, i could provide more.
Let me know.
I saw the author said he could add all that in if anyone could make all the different sounds, but i would add my own sounds in if all that were in place. Having something else to listen to besides the music (which is nice at times) would be great.
If the author wanted to try it with some samp0le sounds, I would be more than willing to provide some. I have some good recording equipment and love doing that sort of thing.
I need to know what SFX clips to provide first though.
Each area should have it's own ambient SFX. Each Monster should have it's own "on hit" and "attack" SFX. Monster Roaming SFX would be nice as well although not everything would have that (snakes for instance or thief type creatures). Dying SFX for creature (and player) as well. A few random area SFX should be allowed to be called. For instance, when in a dungeon, perhaps we have a "slight wind through hallway" type ambient effect, but every once in a while a random ambient effect is played: rats scurrying, water drips, strange distant moans, etc.
If what i provide is liked well enough, i could provide more.
Let me know.
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- Thalore
- Posts: 153
- Joined: Mon Oct 10, 2011 6:23 pm
Re: Sound Effects
Also, I need to know what format would work best.
Re: Sound Effects
Ogg 
And yeah let's listen

And yeah let's listen
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Sound Effects
Ambient effects would probably be a good place to start. There's a couple in at the moment, but much more would be nice.
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- Thalore
- Posts: 153
- Joined: Mon Oct 10, 2011 6:23 pm
Re: Sound Effects
@ Darkgod: What would you like me to come up with first as a trial run? And, how can i get the finished clips to you?
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- Thalore
- Posts: 153
- Joined: Mon Oct 10, 2011 6:23 pm
Re: Sound Effects
Ok im already working on random sounds.
I got an ambient effect that would be appropriate for Dungeons and/or caves.
I also got a neat monster growl type sound.
Need to know where to send them and what you want me working on specifically.
I got an ambient effect that would be appropriate for Dungeons and/or caves.
I also got a neat monster growl type sound.
Need to know where to send them and what you want me working on specifically.
Re: Sound Effects
My wild guess would be to try to cover some basic area first - say a Trollmire, which seemed to be the playground for lots of new ideas anyway.
So lets start with basics:
* walk (stomp) sounds for
- Boss Troll 1 (whatever's the name)
- Boss Troll 2 (Bill)
/* note - maybe a set of alternating walk sounds could be made? So the bosses could Huff and Puff when walking, huff for left leg and puff for the right leg. Or in general case, for WALK sounds, the following should be able to be defined:
-- probability of occurance (1/X chance for each move to generate sound)
-- if many sounds are available - should they be randomized or played in sequence
-- if many sounds are available - should they be treated as a continuus sequence? In other words, if we rolled for a probability and are now playing sound, should we play one from the sequence and then wait until we roll for probability again, or should we start playing the whole sequence */
* sounds for enemies noticing PC
// the same sounds could be used on a random basis whenever the actor sees PC. The random factor should be configurable, with 1/20 as a default.
- sssssneaky ssssound for snakes
- with exception of rattling for rattlesnakes
- growly sounds for forest trolls
- growly and slightly cracking sounds for stone trolls
- growly and slightly hollow for cave trolls
- high-pitched barking sounds for foxes
- sounds for wolves
- growling sounds for bears
- crickety-clicky sounds for ants
- sound of branches rustling for treants
- buzzing for bees
- mosquito-like buzzing for midge swarms
- branches with buzzing background for honey trees
* sounds for enemies getting damaged
- for the same groups of enemies as above
- "damaged" sounds should be short, and not very pronounced (you will hear a lot of them)
* death-cry sounds
- a generic death-cry sound for a humanoid
- a generic death-cry sound for an animal?
- specific sounds, replecing the generics, for specific monsters:
-- trolls - a more deep growly one
-- ants - a sounds of chitinous shell breaking in
-- treants/honey trees - a sound of tree falling in the forest (does it make any sound?)
-- wolves/foxes - suddenly cut yelping
-- snakes - a sound of tail trashing in death throes
-- wet splat sounds for mosquito swarms
-- shorth high pitched buzz/splat for bees
So lets start with basics:
* walk (stomp) sounds for
- Boss Troll 1 (whatever's the name)
- Boss Troll 2 (Bill)
/* note - maybe a set of alternating walk sounds could be made? So the bosses could Huff and Puff when walking, huff for left leg and puff for the right leg. Or in general case, for WALK sounds, the following should be able to be defined:
-- probability of occurance (1/X chance for each move to generate sound)
-- if many sounds are available - should they be randomized or played in sequence
-- if many sounds are available - should they be treated as a continuus sequence? In other words, if we rolled for a probability and are now playing sound, should we play one from the sequence and then wait until we roll for probability again, or should we start playing the whole sequence */
* sounds for enemies noticing PC
// the same sounds could be used on a random basis whenever the actor sees PC. The random factor should be configurable, with 1/20 as a default.
- sssssneaky ssssound for snakes
- with exception of rattling for rattlesnakes
- growly sounds for forest trolls
- growly and slightly cracking sounds for stone trolls
- growly and slightly hollow for cave trolls
- high-pitched barking sounds for foxes
- sounds for wolves
- growling sounds for bears
- crickety-clicky sounds for ants
- sound of branches rustling for treants
- buzzing for bees
- mosquito-like buzzing for midge swarms
- branches with buzzing background for honey trees
* sounds for enemies getting damaged
- for the same groups of enemies as above
- "damaged" sounds should be short, and not very pronounced (you will hear a lot of them)
* death-cry sounds
- a generic death-cry sound for a humanoid
- a generic death-cry sound for an animal?
- specific sounds, replecing the generics, for specific monsters:
-- trolls - a more deep growly one
-- ants - a sounds of chitinous shell breaking in
-- treants/honey trees - a sound of tree falling in the forest (does it make any sound?)
-- wolves/foxes - suddenly cut yelping
-- snakes - a sound of tail trashing in death throes
-- wet splat sounds for mosquito swarms
-- shorth high pitched buzz/splat for bees
Re: Sound Effects
Elvisman2001, either attach them to a post here on the forum, or upload them to mediafire.Elvisman2001 wrote:@ Darkgod: What would you like me to come up with first as a trial run? And, how can i get the finished clips to you?
Thanks
Re: Sound Effects
Additionally - maybe an additional sound for Rush skill (employed by troll bosses), and/or victorious cry when a NPC (trolls) hit PC for more than 1/2 of his current life.
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- Thalore
- Posts: 153
- Joined: Mon Oct 10, 2011 6:23 pm
Re: Sound Effects
cool. ill get on it.
I haven't played the game long enough to know all the different skills and what not and it makes a difference to know what they are. What exactly is the "Rush Skill" that is used by the trolls in question? I am assuming something in my head but want to make sure I have it correct.
Also, as far as environmental ambient sounds go. . . is it possible that i could have a sound effect made (for instance: a sound file of various soft breezes for this area) and then have perhaps 10 or so sound effects (a bird singing, maybe something rustling through the brush, a cricket, etc) that can be randomly played each time the player moves? And even then, not played EVERY time the player moves. The chance of the randoms should be comfortably random as well. Wouldn't want to hear something each time they move.
I made it to some town last night that did have an eagle or some such that would play at various times, but it was only that one sound.
Hope this makes sense.
Glad to lend a hand on this wonderful project. It certainly has kicked all my other AAA title games to the curb.
I haven't played the game long enough to know all the different skills and what not and it makes a difference to know what they are. What exactly is the "Rush Skill" that is used by the trolls in question? I am assuming something in my head but want to make sure I have it correct.
Also, as far as environmental ambient sounds go. . . is it possible that i could have a sound effect made (for instance: a sound file of various soft breezes for this area) and then have perhaps 10 or so sound effects (a bird singing, maybe something rustling through the brush, a cricket, etc) that can be randomly played each time the player moves? And even then, not played EVERY time the player moves. The chance of the randoms should be comfortably random as well. Wouldn't want to hear something each time they move.
I made it to some town last night that did have an eagle or some such that would play at various times, but it was only that one sound.
Hope this makes sense.
Glad to lend a hand on this wonderful project. It certainly has kicked all my other AAA title games to the curb.
Re: Sound Effects
Rush is a skill that the player and some monsters can use that makes you rush up to the target and attack it, moving several squares very quickly. I guess some sort of swhooshing sound would be appropriate.
There's already support for random background noises, such as the gurgles and moans in the horror-filled caves around the Sher'Tul ruins. There's really nothing DarkGod can't do with the code, so whatever you make he will find a way to include.
I'm not sure where the current sounds are sourced from, but I think a wholly new and consistent set would be good to have. Basic combat sounds needed:
- bludgeon attack (staff, bare-handed, mace)
- stab attack (daggers, some enemies)
- chop attack (swords, axes)
- bow firing
- sling firing
- arrow hitting
- slingshot hitting
- critical sounds for all of the above
- miss sound (preferably different for player and enemy)
- fire spell
- lightning spell
- ice spell
- acid spell
- blight/disease spell
- arcane energy spell
- criticals for each spell type
- sustain raised sound (like an aura effect)
- sustain deactivated sound
- heavy heartbeat sound to play on low health
Obviously there are various individual talents that could do with their own sounds, but these basics would be a great start.
Ambient sounds needed:
- daytime sounds of creatures, birds, running water, etc
- night time sounds of wolfhowl, owls, insects, etc
- dungeon noises of rats, echoes, shuffling
- snowy/stormy noises of wind, rain, snow, rustling trees
- underwater sounds
Anyone got a specific example of a game with good sounds we can copy in terms of implementation? We don't want to overuse sounds and have them be annoying. I think Dungeons of Dredmor is a good example of sounds used well to enhance the gameplay, but it forces the sounds to be spaced out due to its animations. With everything instant in ToME4 it could result in a mess of noise.
I'm looking forward to hearing some of your work, Elvisman. It's great to hear you so enthusiastic :)
There's already support for random background noises, such as the gurgles and moans in the horror-filled caves around the Sher'Tul ruins. There's really nothing DarkGod can't do with the code, so whatever you make he will find a way to include.
I'm not sure where the current sounds are sourced from, but I think a wholly new and consistent set would be good to have. Basic combat sounds needed:
- bludgeon attack (staff, bare-handed, mace)
- stab attack (daggers, some enemies)
- chop attack (swords, axes)
- bow firing
- sling firing
- arrow hitting
- slingshot hitting
- critical sounds for all of the above
- miss sound (preferably different for player and enemy)
- fire spell
- lightning spell
- ice spell
- acid spell
- blight/disease spell
- arcane energy spell
- criticals for each spell type
- sustain raised sound (like an aura effect)
- sustain deactivated sound
- heavy heartbeat sound to play on low health
Obviously there are various individual talents that could do with their own sounds, but these basics would be a great start.
Ambient sounds needed:
- daytime sounds of creatures, birds, running water, etc
- night time sounds of wolfhowl, owls, insects, etc
- dungeon noises of rats, echoes, shuffling
- snowy/stormy noises of wind, rain, snow, rustling trees
- underwater sounds
Anyone got a specific example of a game with good sounds we can copy in terms of implementation? We don't want to overuse sounds and have them be annoying. I think Dungeons of Dredmor is a good example of sounds used well to enhance the gameplay, but it forces the sounds to be spaced out due to its animations. With everything instant in ToME4 it could result in a mess of noise.
I'm looking forward to hearing some of your work, Elvisman. It's great to hear you so enthusiastic :)
Re: Sound Effects
One example that i know of, and one already brought up as a pinnacle of the current roguelikes sound systems, is DoomRL.
There's not much in the SOUNDS themselves to copy (and if so - remember ask Kormel for permission first) - it's the whole system of how it works - a pure genius of ascethic and yet complex system, working so fluently you get immersed immidiately. Run it, pick a shotgun, and try shooting some enemies. Shooting in the dark. Get a few levels behind the belt, and then think again of ToME.
There's not much in the SOUNDS themselves to copy (and if so - remember ask Kormel for permission first) - it's the whole system of how it works - a pure genius of ascethic and yet complex system, working so fluently you get immersed immidiately. Run it, pick a shotgun, and try shooting some enemies. Shooting in the dark. Get a few levels behind the belt, and then think again of ToME.
Re: Sound Effects
From IRC conversation:
To Grey:
To Grey:
to marchwenka:somebody please psot taht I say "Go for it, I can indeed implement most of the stuff you want, be wild and I'll manage"
we dont want to copy, originality is goodand yes like that is good, we dont have it mostly because we dont have enough sounds.
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- Thalore
- Posts: 153
- Joined: Mon Oct 10, 2011 6:23 pm
Re: Sound Effects
Ok here are some troll sounds i threw together. These were fun to do. My kids looked at me funny a few times though.
All of these are original and made by me so there are no copyright issues at all.
All of these are original and made by me so there are no copyright issues at all.
- Attachments
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- Trolls.rar
- Troll Sounds
- (188.41 KiB) Downloaded 373 times