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#101 Rhyos Beoulve

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Posted 24 September 2003 - 05:09 PM

Of course. What you heard on there was an unpolished bit of randomness of me in my normal voice. I can raise or lower it, and I'm actually much more comfortable doing serious roles. I'm looking to go pro, and this would be pretty good for a portfolio, but at the same time, I also love the subject matter. With any of the groups I've been mentioning, nobody will ask to be paid unless you charge money for the game, so it should be no problem!

#102 Deimos

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Posted 24 September 2003 - 05:18 PM

Guys, when submitting audio for the game. It will have to be at the highest quality possible. If you post it at a lower quality thats exactly what we'll have to work with. The higher the quality the more editing we can do with it at a later date. So as close to studio conditions as possible as you can get please. 16bit 44khz CD quality and in mono please.

We can add in any 'effects' later to it when we know what we're going to use.

#103 Guest_Jim69_*

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Posted 24 September 2003 - 05:18 PM

Sorry, my abbreveations often mess people up :) Creative Text Department, they write all the text that will be seen ingame in reports etc.

#104 Rhyos Beoulve

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Posted 24 September 2003 - 05:25 PM

My fault for not noticing it! When it comes to the audio, we can pretty much get whatever you want. With enough distortion, we might even be able to do alien audio, too.

#105 Rhyos Beoulve

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Posted 24 September 2003 - 05:27 PM

That won't be a problem at all. If I had a bit of peace and quiet here, I would be able to record a sample for you right away, but I guess the Aloe Vera is as good as any.

#106 Guest_Jim69_*

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Posted 24 September 2003 - 05:35 PM

I don't know a lot about music ( or at least making it without the help of decks ) but isn't the quality it is recorded at determined by the equipment? If it is do you know if you equipment can record at CD quality?

#107 Rhyos Beoulve

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Posted 24 September 2003 - 05:40 PM

Well, I can't really do any music. But most instruments today can do CD quality. The voice recording software I use can record at/above(?) CD quality as well. That's the great thing about digital music. It may take up a lot of space for high quality, but you can get it very close to sounding real. *real meaning me talking directly to you.*

#108 Guest_Jim69_*

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Posted 24 September 2003 - 05:44 PM

Yeah, that's what I was talking about, Deimos too I think. CD quality would be fine, what accents do you think they can reproduce accuratly? IE not cheesily, that's not a slight on you but reproducing accents when not done properly can cause offense.

#109 Breunor

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Posted 24 September 2003 - 06:07 PM

I suggest we find people from each country we want to represent to do their own accents rather than try to impersonate. The radio chatter thread has a couple ideas about what to say if you're looking, I didn't bother, just said what popped into my head. Not exactly the quality we'd want for the game :D , just to get the posts rolling I guess. With a real script I can do some real bass samples, would be easier to do without family members in hearing staring at me... :crying:

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#110 Deimos

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Posted 24 September 2003 - 06:10 PM

The problem with voicing responses is that you either have a heck of a lot of them for each and every response (which will take up a lot of mb's, which as the game is going to be a download, we have to consider our server space and the poor person that wants it) or they get very tiring very quick. Starcraft et al got annoying just for that reason. Constantly hearing "yes sir" or whatver to a click wound me and I'd suspect from the responses of people in the workshops many others too.

I'd rather we kept the voice acting to a minimum as explained in the workshops. Keep it to important information only. Death sounds and so on like the original.

#111 Rhyos Beoulve

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Posted 24 September 2003 - 06:21 PM

I doubt Vader and Conan will end up in this, but good job on the sectoid comment! Good, deep bass voice! Far too deep for me. o_O

#112 Guest_Jim69_*

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Posted 24 September 2003 - 06:21 PM

Just an idea, but would it be less annoying if it were more quiet, in my experience I ignore sounds like that after a while if they are repetitive, so maybe 20 respones for 10 countries or regions, if we manage to find a way of compressing them so that the game can still read them that could work.

#113 Rhyos Beoulve

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Posted 24 September 2003 - 06:28 PM

Well, that's what I was thinking. Death sounds, "Enemy Spotted/Down" sounds, panic and berserk sounds, and ambient terror screaming, TV and Radio programs, etc.
And of course, saving them in ogg would help teh file size.
I admit, the unit responses would be annoying, but I think it'd be dumb to NOT have voice.

#114 Rhyos Beoulve

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Posted 24 September 2003 - 06:32 PM

I might as well post my own. No "pfft" prevention done or anything.

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#115 fux0r666

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Posted 24 September 2003 - 06:53 PM

I think that the game wouldn't suffer from a 'hostile spotted' sound... but all those rogers and moving ons would just polute the ambience.

Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging


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#116 Deimos

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Posted 24 September 2003 - 07:38 PM

Sorry Rhyos, that's pretty much what I meant, context sensitive stuff that's important to the player. So yeah I agree totally with you on that one.

#117 Deimos

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Posted 24 September 2003 - 07:50 PM

Both of these are good stuff :) I like the Arnie impression the best, very close.

#118 Cpl. Facehugger

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Posted 24 September 2003 - 07:53 PM

I concur with fux0r.
I'm only partially inactive. :P I can still be reached at cpl.facehugger@gmail.com, and via PM. Preferably the former.

*Coming back? Avast! Facehugger, finish your assignments!*

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#119 Breunor

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Posted 25 September 2003 - 07:31 AM

Those are good sound bits Rhyos, your voice makes a very good medium range. You have my vote when we start making samples. ^_^

#120 Breunor

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Posted 25 September 2003 - 07:34 AM

Thank you, thank you... I've always been an Arnie fan, used to have it perfect back in high school. Met him once, didn't have the nerve to impersonate him to his face. :D They were just goofy sounds, I left out yoda and Jabba the Hut, unless we want sounds for the Overmind! :D

#121 Rhyos Beoulve

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Posted 25 September 2003 - 08:48 AM

Slammin'!
I would've done a berserk one, but there were still people in the house. Glad you enjoyed them!

#122 Breunor

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Posted 25 September 2003 - 11:36 AM

I've merged the voice acting thread from the workshop with this one, as this is still considered a v1+ idea at this point. As we get closer to completion there might be time to consider this for v1, but that depends on the programmer time available. Just a heads up.

#123 Rhyos Beoulve

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Posted 25 September 2003 - 11:53 AM

*pshew!* I was wondering where that thread went!

Ooh! And a berserk sound from when they're mind controlled.

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#124 Guest_alex the greater_*

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Posted 17 August 2004 - 11:07 AM

i think the voice accting is a bad idea cause you would have to get an acctor for evry accent and sex and you would end up whit evry one of the same gender and nation sounding the same

#125 fux0r666

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Posted 18 August 2004 - 02:06 AM

good point!

Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging


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#126 Paladin

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Posted 18 August 2004 - 06:59 AM

Yeah, the problem is it's terrificly immersive when well done, but if it's even a tiny bit off the mark, it ruins the whole experience... most game sequels that use voice acting are somewhat less than the original, because they have less budget for the acting... It shows...

When in doubt, just make it plain text and it'll be just fine...
(Just think UFO: Aftermath, it get tiresome after a while)
"You're just jealous because the voices in my head only talk to me."

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "

"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"

#127 The Master Maniac

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Posted 20 August 2004 - 12:56 PM

Well, we obviously don't want C&C-esque "affirm-a-lat-tiff" command acknowledgements making our ears bleed, but the occasional bit of Halo-ish radio chatter wouldn't really hurt. And the issue of multiple nationality/gender combinations isn't a problem--look how many of us hail from so many different backgrounds as it is! I'm thinking that maybe later down the road, we can all stage some kind of "screen-test" (or is that "microphone test?") to see who'd make the most believable voice actors. Something to toy around with later on, I guess.

Looking at some of the suggestions before, I'm intrigued by the idea of having voice play a significant role in the game. Of course, it's a hard balance of emotion versus...well...sounding overly obnoxious, but with concentrated time and effort, I think it would pay off. Just imagine how cool a Cloak could sound when he spots your guys by ProWav-ing someone's speech, then adding a cool, gutteral echo effect. Strange Gray chittering, human radio chatter, and even civilians screaming for help or trying to tell you where they last saw an enemy would fit perfectly into the game. In fact, I wondered why you couldn't at least interact with the civilians in the original X-Com--merely having even the most minimal voice acting for the civilians would add a great extra layer of coolness.

Heck, maybe later, some CTD guys could scribble a rough script to base the lines on, then the "big guys" could check over it to see if it works, then we could go from there.

Ah well--just my two cents.

Ah, and by the way--not to demean the idea of putting voice acting into the game, I can "do" a couple decent "accents," as well.

Edited by The Master Maniac, 20 August 2004 - 01:11 PM.


#128 Guest_alex the greater_*

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Posted 20 August 2004 - 06:03 PM

no voiceovers are a technical nightmare

#129 The Master Maniac

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Posted 20 August 2004 - 08:04 PM

It would be kind of shortsighted NOT to have at least a couple voice samples in such a modern game, but it's obviously not my call. Still, I can't help thinking how cool it would be to have soldiers with that extra bit of personality.

#130 Paladin

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Posted 23 August 2004 - 08:14 AM

At lest, we could try to have the soldiers pop up small text messages of screen, such as "Bug spotted", or "Nailed the bastard!!", because if we can make sure it is'nt too cheezy with text, it'll be easier in the voice casting...
then again, add lots of static and it'll sound just perfect... :D
"You're just jealous because the voices in my head only talk to me."

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "

"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"

#131 Sol

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Posted 14 February 2006 - 04:02 PM

I could do Russian accent for ya folks if you havent found another Russian on here yet:)
Oh yeah and you dont need to hire actors. Just check out Star Control 2 remake.
All the voices are done by enthusiasts and are INCREDIBLE!
http://sc2.sourceforge.net/

Edited by Sol, 14 February 2006 - 04:05 PM.


#132 Sectopod

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Posted 15 February 2006 - 11:09 AM

Um.. I don't think they are.

SC2 is a game made by a company, the remake simply takes the voices from the old one.

http://uqm.stack.nl/...e9&topic=2739.0

Anyway, voice overs are a really good feature, it is said that voice overs make the game, even if it could be a badly done one.

Edited by Sectopod, 15 February 2006 - 11:09 AM.


#133 kashyyk

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Posted 05 August 2006 - 01:48 AM

Will this make it to hard but could you have different personalities cos in most films there is always someone who thinks its a game, someone who is realy formal and someone who is the grizzled old veteran like in "Starship Troopers."

#134 dask

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Posted 29 December 2006 - 09:27 PM

im new here but i have to reply this.

EVERY time ive played a craft recovery i ende saying things like "Control, i'm seeing smoke, i reapeat, im seeing smoke, the power source is damaged, sorry pals, no elerium" or "i got a prisioner here, some little present for the reserch department", so i think taht an "operator" (probably a woman) that say simple thigs as "alien spoted" "Power sourse found" or things like that

#135 randomagain

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Posted 26 March 2007 - 08:07 AM

its a nice idea, though would be very complex to impliment

#136 GARAK

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Posted 26 March 2007 - 03:50 PM

I always get tired of hearing chatter like that. I would probably turn that off between the first and second missions.