Sound Effects

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Elvisman2001
Thalore
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Re: Sound Effects

#136 Post by Elvisman2001 »

How is the music situation in the game? Is that final music that is ok to use or are they all place holders as well?

By the way, Rat 3 in the rat sound pack is the raw recording of me making pursed lip sucking sounds before i cut them up and added filters and EQ to them. That got put in there by mistake. LOL.

darkgod
Master of Eyal
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Re: Sound Effects

#137 Post by darkgod »

Many! :)

Ambient sounds for:
- damp caves
- jungles
- swamps
- "classic" dungeons
- orc themed zones (wardrums ? shouts ?)
- towns (of various sizes)

Creatures sounds for most kind of critters (the list is in game/modules/tome/data/general/npcs/*lua) and when this is done maybe even special ones for some bosses

Slings sounds

I'm a bit in a hurry bit this should keep you busy until I come back in a few hours ;)
[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 ;)

Elvisman2001
Thalore
Posts: 153
Joined: Mon Oct 10, 2011 6:23 pm

Re: Sound Effects

#138 Post by Elvisman2001 »

i was thinking, how about some ambient sounds when a player is in a store menu?
For instance, armor shop maybe the sounds of black smithing.

If you like that, what all shops are in the game?

Elvisman2001
Thalore
Posts: 153
Joined: Mon Oct 10, 2011 6:23 pm

Re: Sound Effects

#139 Post by Elvisman2001 »

Sling firing sounds. 1 long one short. Dunno which one was better.
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Grey
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Re: Sound Effects

#140 Post by Grey »

Ambient town and village sounds would be good, so you'd have blacksmithing and town chatter and the rustle of coins, etc.
http://www.gamesofgrey.com - My own T-Engine games!
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darkgod
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Re: Sound Effects

#141 Post by darkgod »

Yeah :)
Generic town ambiance is enough IMO without going into specific shop
[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 ;)

Elvisman2001
Thalore
Posts: 153
Joined: Mon Oct 10, 2011 6:23 pm

Re: Sound Effects

#142 Post by Elvisman2001 »

And the music in the game?

darkgod
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Re: Sound Effects

#143 Post by darkgod »

Is fine, we contacted the authors to have them in the game
[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 ;)

Grey
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Re: Sound Effects

#144 Post by Grey »

Some cultist chanting and a high-pitched woman's scream would be good to have for the dark crypt.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Elvisman2001
Thalore
Posts: 153
Joined: Mon Oct 10, 2011 6:23 pm

Re: Sound Effects

#145 Post by Elvisman2001 »

What is a/an:
Xorn
Yaech
Ziguranth
Shertul
Rithc
Losgoroth

?

Also, player footstep sound effects.
I think it needs it. If they do the Auto Run thing, only play it on the last "step" or not at all.
I could different kinds based on the environment as well.

darkgod
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Re: Sound Effects

#146 Post by darkgod »

Elementals:
- Faeros: fire
- Gwelgoroth: air
- Losgoroth: void
- Xorn: earth
- Telugoroth: time
Yaech is a subspecies of Yeeks
Ziguranths are not a race, just a collection of people working toward the same goal (eradication of magic).
Sher'Tuls are a mythical elder race, but nearly none are met ingame, no need for sounds, yet.
Ritches are a kind of giant insect, fire spitting, kind of like giant mantisses

As for walking, it needs to be very light but yeah why not :)
[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 ;)

Elvisman2001
Thalore
Posts: 153
Joined: Mon Oct 10, 2011 6:23 pm

Re: Sound Effects

#147 Post by Elvisman2001 »

Ghosts.

Not real happy with these. But use them as fillers till i come up with something better.
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Elvisman2001
Thalore
Posts: 153
Joined: Mon Oct 10, 2011 6:23 pm

Re: Sound Effects

#148 Post by Elvisman2001 »

My work load has increased on me so my sound creation time is cut short. Also, Battlefield 3 is out. So, i am still working on this, just not as fast as i was.

I want to play this game with sound as much as anyone else.

darkgod
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Re: Sound Effects

#149 Post by darkgod »

Good, because we still need many sounds ;)
[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 ;)

Elvisman2001
Thalore
Posts: 153
Joined: Mon Oct 10, 2011 6:23 pm

Re: Sound Effects

#150 Post by Elvisman2001 »

Going to be back on the ball on these either this evening or tomorrow. :wink:

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