Jump to content


Photo

SND - ACTIVE SFX - Xenium Reactor


  • Please log in to reply
17 replies to this topic

#1 hatfarm

hatfarm

    Sound Department

  • Xenocide Sound Department
  • 133 posts

Posted 12 August 2005 - 10:48 PM

So, this is my first attempt at some SFX. Here's version 1, I know it's loud but I had to limit it so it would have even volume. I can lower the volume if it's prefered. You can get it here. Let me know what you think.

Thanks.

#2 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 13 August 2005 - 12:01 PM

As I said before, I think this fits a Xenium reactor perfectly.

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 Blehm 98

Blehm 98

    Colonel

  • [Global Moderators]
  • PipPipPipPipPip
  • 2,626 posts

Posted 13 August 2005 - 12:45 PM

It sounds great to me, i love it, good job

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.

Top Secret Xenocide Status report

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
Posted Image
I hate spider solitaire...

#4 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 13 August 2005 - 12:54 PM

blehm, I know that seems to be the most logical solution, but layering 3 exact same sounds on top of each other creates Chorus. Not a good idea. Then, using the same sound in the game engine and pitching it higher or lower real time gives an amateur feel. So the best thing to do is to create several different sounds depending on the size of the ufo.

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 kafros

kafros

    Creative Text Department

  • Xenocide Creative-Text Departmen
  • 1,800 posts

Posted 13 August 2005 - 02:30 PM

That sound is cool! It reminds me of a (hi-tech) electricity generator. Dunno if a "Xenium" reactor would need a more sci-fi twist, alas I don't really know what it would eventually need :P

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:
Posted Image

#6 mikker

mikker

    Artwork Department

  • Xenocide Artwork Department
  • 2,211 posts

Posted 13 August 2005 - 02:38 PM

Harvesters? They only had 2. The battleships had 4.

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.

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#7 kafros

kafros

    Creative Text Department

  • Xenocide Creative-Text Departmen
  • 1,800 posts

Posted 13 August 2005 - 02:39 PM

According to the Reaper CT, they need much power in order to "collect" cattle, maybe that's why I got a lil bt confused :P

#8 Blehm 98

Blehm 98

    Colonel

  • [Global Moderators]
  • PipPipPipPipPip
  • 2,626 posts

Posted 13 August 2005 - 02:41 PM

Small Scouts - None
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
Top Secret Xenocide Status report

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
Posted Image
I hate spider solitaire...

#9 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 13 August 2005 - 04:04 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.


cheers,
ATeX

#10 hatfarm

hatfarm

    Sound Department

  • Xenocide Sound Department
  • 133 posts

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 hatfarm

hatfarm

    Sound Department

  • Xenocide Sound Department
  • 133 posts

Posted 17 August 2005 - 07:36 PM

Well, I've finished a second. It's the large scout. I've also adjusted the volume on the medium scout so they're more in the background.

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 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 17 August 2005 - 07:43 PM

I think that our Sound Leader will agree that those sounds are very good. BTW I dont know if it is a problem of WinAmp but it looks like that they arent repeating properly.

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#13 kafros

kafros

    Creative Text Department

  • Xenocide Creative-Text Departmen
  • 1,800 posts

Posted 18 August 2005 - 07:25 AM

Well, my winamp fades at start and at end :P
Use an audio editing program (ex. Audacity, Acoustica Mp3 Mixer) and but some copies of that sound next to each other, and listen :D

#14 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 18 August 2005 - 08:44 AM

Sounds great! To make it even better I'd like to ask you to add a very low frequency bass to the large scout. I'd also be great to extend this bass in a linear way to larger ships. I don't know if you understand frequencies and the effect of narrowing and widening them with EQ. But I think that's the way you should add this bass accordingly to each ship. The bigger the ship, the wider the bass. It'll definately add some more depth. This could become professional!

Good job!


cheers,
ATeX

#15 Stow

Stow

    Sergeant

  • Xenocide Recruit
  • 37 posts

Posted 28 August 2005 - 09:22 PM

wow. These make what I came up with sound like crap. *quietly puts the sounds back in the harddrive...*

#16 kelargo

kelargo

    Sergeant

  • Xenocide Recruit
  • 71 posts

Posted 13 July 2006 - 07:48 AM

Shifting the pitch of the original sample is a good way to make variants...

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 kafros

kafros

    Creative Text Department

  • Xenocide Creative-Text Departmen
  • 1,800 posts

Posted 13 July 2006 - 08:49 AM

Send it to Red Knight with a PM, he is the SND Leader for now

#18 LfO

LfO

    Sergeant

  • Xenocide Sound Department
  • 81 posts

Posted 13 July 2006 - 01:27 PM

Kelargo's work is available here until it gets into SVN:

http://www.orphicmus...umreactorv2.ogg
http://www.orphicmus...eactorv2mix.ogg
Oscillators make my world...um...oscillate...