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SND - Sound Asset List


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#1 NickJones

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Posted 07 February 2004 - 08:58 PM

I have recently come into ownership of a hudge SFX library. It contains over 6k sounds ranging from wild animals, to pin drops.

If someone would post a list of what sounds are needed, im sure i can help.

#2 hippyjon

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Posted 11 February 2004 - 08:10 PM

Kenshiro posted this list of ambient sounds in the "ambient sound stuff" thread:

crickets chirping/night noises
muzak in stores (also vary by continent)
phones ringing (bell type, beeping type, electronic ring, cellphone ring)
police scanner noises (perhaps with a sense of loss of control - structure fire/riot/shooting/homicide calls. perhaps appropriate prowords/codes?)
clocks ticking/chiming (cuckoo/hour bells/digital clock going off?)
buzzing chicadas
frogs/dragonflies (near lakes or rivers)
jungle noises
flies buzzing
mosquitos whining
people in terror/screaming in the distance/shouting in panic (terror missions - language varied by region?)
gunshots and or police sirens in distance
farm sounds (animals, creaking windmills/machinery, settling wood structures)
broken water main spray
fountain
water dripping from ceiling
water going through pipes
water flowing (brook/leak/gutter trickle, creek, river, waterfall, ocean waves)
quietly buzzing flourescent light tube
malfunctioning/arcing fluorescent light tube
blinking neon sign
door/shutters banging in breeze
fire noises of varying type and severity (smouldering, small blaze/campfire/lanterncrackling, groaning timbers/structure creaks/roaring blaze etc)
fire alarm/smoke detector/burglar alarm system going off
slow hissing smoke (when smoke grenade deployed)
glass breaking/crunching (when windows destroyed nearby or walked on)
movement noises (snow/gravel crunching, muffled steps in dirt/carpet, hard report on solid floors, brush/grass rustles, creaking floors, etc)
jinglebells on door handle as it opens/electronic eye chimes - goes off when aliens and civs use door also
steam jets (for certain industrialized nation streets)
desert - rocks/sand shifting, buzzing/clicking insects, wind peaks
public address system (evacuation advisories, "nothing is wrong - go back to your homes" message, panicked person on speaker, warning sirens, etc)
eerie howling winds - for plains, farms, wilderness, arctic missions
distant thunderstorm and close by thunder peals/rainstorms in various stages (sprinkles, rain, heavy rain, torrent)
laundry or curtains flapping in wind
mosque prayer broadcast (for middle east/african locations at appropriate times)
birds of prey calls/owl hoots/seagulls/misc fowl
howling wolves/coyotes in distance (certain wilderness locations)
cats yowling/meowing
vehicles squealing tires/speeding by/car wrecks in nearer distance at random times (city missions)
helicopter/plane passing overhead at random times (city missions)
deep thrumming power sound for interior of ufo
assorted computer noises (saturation level akin to trek bridge, for interior of X-Corps base and/or ufo interior locations)
auxilliary power unit (APU) jet engine sound for earth tech X-Corps aircraft, variations on noise for elerium based engines and flying suits
various machinery sounds for interiors of industrial buildings (pumps, diesel engines, clanging metal, steam releases, humming, gears/clockworks etc)
structural shifting/settling noises/about to collapse sounds (for buildings partially destroyed)
electrical short/arcing (for damaged areas - particle effect arcing or falling sparks?)
air conditioning system fans
running engines (motorbike, small car, medium car, large car/truck, diesel truck, industrial engine/boat)
building power generator

for general events:
Gunshots and richochets
footsteps (different surfaces)
doors opening (various: warehouses and things)
stuff breaking (glass, wood, walls ect)
aircraft taking off (for when you launch a plane)
screams when your hit.
and... other stuff i'll add as i think of it.

all the futuristic weapon fire sounds need to be done. it'd be alot better if the sound people have something to work with rather than starting from scratch


hope i get time to do stuff in the near future :)

Edited by hippyjon, 11 February 2004 - 08:11 PM.

...or something

#3 Raven Squad

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Posted 28 April 2004 - 07:18 PM

Here is very incomplete what sounds are required list. Feel free to update it, i know i will :) . Any questions pm or email at me.

Attached Files


Edited by Raven Squad, 02 May 2004 - 12:38 PM.

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#4 Judge_Deadd

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Posted 29 April 2004 - 12:10 AM

I don't think that "building collapsing" should be one sound. Not all buildings collapse in the same way. We should have multiple sounds for this, e. g. window breaching.
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#5 SupSuper

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Posted 29 April 2004 - 03:15 AM

some more sounds.

Interceptor Battle:
- UFO Destroyed (you can crash them or destroy them).

Battleview Sounds:
General Sounds:
- Explosions! :naughty:
- Human Lift when used
- Grav Lift when used

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#6 hippyjon

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Posted 29 April 2004 - 04:56 PM

nice one Raven, but could you put a simple txt version up? i dont have Word, and Wordpad crashes when i try to open it
...or something

#7 Raven Squad

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Posted 02 May 2004 - 12:41 PM

Here is the txt version.

Attached Files


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#8 dipstick

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Posted 03 May 2004 - 01:44 PM

How about critical wounds? Like in APOC?

Also different sounds for weapons hitting (both geo and battlescape)

Of course, this may be v2. You are the boss :D
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#9 kafros

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Posted 19 September 2004 - 12:09 AM

2 questions: :huh:

1) If we find any good sounds, where should we upload them?
2) Will the needed-sound list be updated?

#10 JakeDrake

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Posted 16 December 2004 - 02:54 PM

Can I get an updated version of the list or is it still about the same. Hopefully I'll be able to look through some sound sites soon. Thanks
pancakes?

#11 JakeDrake

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Posted 18 December 2004 - 10:59 AM

Heres some stuff I found while browsing some free sound sites in zip and rar compression types. Hope some of it is useful, I especially like the jet fly-overs.

EDIT: um ok it won't let me upload them, if someone wants them let me know I can email it or something (the file is .5 MB)

Edited by JakeDrake, 18 December 2004 - 11:01 AM.

pancakes?

#12 Raven Squad

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Posted 18 December 2004 - 05:06 PM

You can send them to my email (found in my profile). Sorry no update to the list yet. My holidays just started so expect update soon.
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#13 kelargo

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Posted 26 March 2005 - 01:13 PM

Are sounds checked into SVN ?

#14 rincewind

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Posted 28 March 2005 - 01:25 PM

Are sounds checked into SVN ?

<{POST_SNAPBACK}>

Not as far as I know. I would rather keep them on the FTP. If you really want to use SVN you should check with mindstormmaster and also create a new repository, otherwise everytime you change a sound, developers will have to download it when they update their checkout.

But again, as far as I know all that goes into SVN is what you need to actually build and run the current xenocide development version.

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#15 red knight

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Posted 28 March 2005 - 04:38 PM

I would move toward having them versioned, but bearing in mind the download overhead... I suggest having a sound-trunk to store them and then we code a batch to copy them to their respective directory in xenocidegame.

@Rincewind: can you manage that?

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#16 rincewind

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Posted 29 March 2005 - 05:44 AM

I would move toward having them versioned, but bearing in mind the download overhead... I suggest having a sound-trunk to store them and then we code a batch to copy them to their respective directory in xenocidegame.

@Rincewind: can you manage that?

Greetings
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<{POST_SNAPBACK}>

Will do. The batch will have to be looked into. It depends a little on how often stuff that is already in the xenocidegame/data dir will actually change.

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#17 rincewind

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Posted 29 March 2005 - 11:13 AM

I would move toward having them versioned, but bearing in mind the download overhead... I suggest having a sound-trunk to store them and then we code a batch to copy them to their respective directory in xenocidegame.

@Rincewind: can you manage that?

Greetings
Red Knight

<{POST_SNAPBACK}>

Will do. The batch will have to be looked into. It depends a little on how often stuff that is already in the xenocidegame/data dir will actually change.

Rincewind

<{POST_SNAPBACK}>


Ok, looks like I'm too stupid for this. Can someone else look into this? The problem is, I can only create a folder under the xenocide directory on the server, which has the disadvantage that each checkin for sounds will also change the revision number for the xenocide codebase (which I don't think makes much sense).

Thanks for help (mindstormmaster/guyver).

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#18 kafros

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Posted 02 April 2005 - 08:47 AM

Of course, don't forget to check the wiki:
http://docs.projectx...ects_Asset_List

Make ANY changes you want, and plz add your signature at the end (name+time of edit) so that we know when changes are made :)

#19 Astyanax

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Posted 03 April 2005 - 03:20 PM

Of course, don't forget to check the wiki:
http://docs.projectx...ects_Asset_List

Make ANY changes you want, and plz add your signature at the end (name+time of edit) so that we know when changes are made :)

Looked on the wiki, but I'm not too sure about this. Don't laser pistols (and maybe plasma pistols) have auto-fire, too?
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#20 kafros

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Posted 04 April 2005 - 07:23 AM

Well, when a laser or plasma is fired, it always makes the same sound. *ZAP*. So, in autofire, it will just make *ZAP**ZAP**ZAP*. But, due to their design/function, rifles and pistols are a biiiiit different in single and burst shots. Don't you have a deja-vu fealing about that? :wacko:

It may be just me, dunno... Anyway, if you want to add autofire, you are free to do so :)
I will also add another paragraph: Enviromental sounds, with different subcategories

#21 Astyanax

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Posted 04 April 2005 - 06:14 PM

It's no big deal; I was just wondering why the rifles and most heavy guns had separate autofire sounds and the pistols didn't. :)

By the way, did you guys still want to upload the spreadsheet version of the checklist to the wiki? I'm having a bugger of a time trying to get the friggin' information out of the blasted OpenOffice file :Rant:, so if it's no longer necessary, I'll more than gladly delete the file from my computer. :P

Edited by Astyanax, 04 April 2005 - 06:58 PM.

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#22 kafros

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Posted 05 April 2005 - 07:11 AM

Well, we are still waiting for kelargo...
XLS files rule :P ^_^