
SND - ACTIVE SFX - Xenium Reactor
#1
Posted 12 August 2005 - 10:48 PM
Thanks.
#2
Posted 13 August 2005 - 12:01 PM
I'd also like to propose an innovation in the needed sounds. There are a few different sizes of ufos. Therefor it seems interesting to me to have different sounds according to the size of the ufo. A larger ufo needs more Xenium reactors and reproduces a bigger sound. Maybe it would be nice to have deeper sounds for larger ships and lighter sounds for smaller ships. Any comments?
btw, great work!
cheers,
ATeX
#3
Posted 13 August 2005 - 12:45 PM
Atex, i think perhaps laying 3 of those on top of each other to see what it sounds like would be cool, and you could check that out to see if it sounds better for multiple reactors
Edit: K, i was wondering about that, but i, sadly, know very little about making music, i can only do some basic guitar stuff
BTW, what do you guys use to make that kind of music and sounds and stuff? I would be glad to try and teach myself, it would be very hard, but i would try
Edited by blehm, 13 August 2005 - 01:01 PM.
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]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

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#4
Posted 13 August 2005 - 12:54 PM
btw, it's not about "how to reach the idea" but "the idea" itself.
cheers,
ATeX
Edited by ATeX, 13 August 2005 - 12:55 PM.
#5
Posted 13 August 2005 - 02:30 PM

So:
1) Light scouts
2) Medium ships
3) Heavy ships (Battleship for example)
4) Harvester
These should IMO be the sounds, 1 being the weaker and 4 being the most "powerful". Remember, harvesters had many reactors (4, or was it 6?)
And Blehm, you may like this one:

#6
Posted 13 August 2005 - 02:38 PM
Anyways, will it be like there are areas on the battlescape map that emit sound? If implanted wrong that could be a bad clue on where stuff are (this noise over an area signals an UFO), so maybe the sounds played will be triggered of which soldiers is selected, on not where you are viewing?
Implanting aside, I like this sound. I think this fits a medium sized craft, I like the idea on diffrent sounds for diffrent sized crafts.
The only problem I see with it, is that if played too much it get's repetetive, and the sound goes right into the ears, and would start to hurt if played over and over again... Making the volume lower should solve this (50%)
Edited by mikker, 13 August 2005 - 02:44 PM.
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#7
Posted 13 August 2005 - 02:39 PM

#8
Posted 13 August 2005 - 02:41 PM
Medium and large scouts - 1
Abductors - 2
Supply ships and harvesters - 3
Terror Ships, Battleships - 4
so that is a total of 3 different sounds, although perhaps you might want to make even more for the individual ships
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#9
Posted 13 August 2005 - 04:04 PM
cheers,
ATeX
#10
Posted 13 August 2005 - 07:18 PM
After thinking further on this matter it seems best to create different sounds for each ship as each ship has a different structure. This makes the sounds resonate differently in each ship. So the sfx should be better created individually. That makes 8 different sounds.
Well, I can work on these as I have some pretty nice reverb plugins. Tell me where I can find a list of all eight crafts and I'll start working. This one is actually the same sound three times already but with different amounts of reverb and also some pitch shifting to reduce chorus. I won't go into what it was sampled from as it's boring but yeah. Thanks for all the really good input.
#11
Posted 17 August 2005 - 07:36 PM
Medium Scout V2
Large Scout V1
The Large Scout might actually be something a bit bigger. I'm not sure. Just let me know what you think. Thanks.
#12
Posted 17 August 2005 - 07:43 PM
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#13
Posted 18 August 2005 - 07:25 AM

Use an audio editing program (ex. Audacity, Acoustica Mp3 Mixer) and but some copies of that sound next to each other, and listen

#14
Posted 18 August 2005 - 08:44 AM
Good job!
cheers,
ATeX
#15
Posted 28 August 2005 - 09:22 PM
#16
Posted 13 July 2006 - 07:48 AM
converted to ogg, mono...
you can mix the two samples to include more of the original sound...
made a zip file but I cant attach it.
#17
Posted 13 July 2006 - 08:49 AM
#18
Posted 13 July 2006 - 01:27 PM
http://www.orphicmus...umreactorv2.ogg
http://www.orphicmus...eactorv2mix.ogg