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SND - USELESS - Sound Fx


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#1 Deimos

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Posted 21 January 2003 - 10:59 AM

From what I've read in the forum, there's been talk about graphics, UI design and a host of other things. But what about sound FX.

Are we going for a re-creation of the original or starting from scratch?

What about the leap in sound processing hardware? I mean as a minimum should there be stereo sound with Fx panning across or something more advanced like 5.1 surround?

What about the unit noises, UI bleeps and so on?

Are we having unit voices (which can get annoying, constantly hearing "yes sir" every time I make an order). Death sounds, weapon sounds and movement sounds I think should be included as per the original but maybe update some of the sounds.

#2 Xcen

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Posted 21 January 2003 - 11:18 AM

As far as Sound FX are concerned, I already raised my hand... I wanna do this! :P

I started working on some music too and came with a little demo draft for the intro in another thread (Intro Music: Scene 1&2 Rough Draft) but am yet waiting for comments on it ;P

I think we should take everything from scratch, while remaining inspired by the original... as for surround sound... it needs to be coded in the engine but will defenetly be a must (I always hated how I could hear people scream during aliens' turn but could not have a clue as to where they were...)

as for voices... I speak french and might have a weird accent so I don't know ;P
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#3 red knight

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Posted 21 January 2003 - 11:19 AM

What about the leap in sound processing hardware? I mean as a minimum should there be stereo sound with Fx panning across or something more advanced like 5.1 surround?

What about the unit noises, UI bleeps and so on?

Theres no point in 3D Sound when you have an isometric camera setting, but i think we mention to remake all sounds too. We will have to do that anyway because we are not going to use the original ones (legal issues)...

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#4 gangsta

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Posted 21 January 2003 - 11:21 AM

you still can do 3D sound with the isometric look. fact, I've recently played a 3rd person game with 3D sound. there still things left to you and right to you and so forth.
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#5 red knight

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Posted 21 January 2003 - 11:28 AM

you still can do 3D sound with the isometric look.  fact, I've recently played a 3rd person game with 3D sound.  there still things left to you and right to you and so forth.

In that case, theres not to much problems about that, you only have to set the position of the sound source... an easy library call... In FPS you need to add sound propagation, and that stuff to do it on the card DSP... anyway Warcraft 3 didnt use 3D sounds and nobody notice it, because of the camera setting.

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#6 Xcen

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Posted 21 January 2003 - 11:32 AM

Ehh yeah that's what I was trying to say ;P
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#7 Fatal_Error

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Posted 21 January 2003 - 11:53 AM

i think if we're gonna do something like genesis at least the tactical missions and if i remember correctly then the camera was only by default isometric but u could rotate it and zoom in thus the sound could be calculated based on the cameras last position

just an idea again :D
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#8 Guest_stewart_*

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Posted 21 January 2003 - 12:20 PM

For now all we can talk about for sound are things like 3Dness or not, once the samples start coming in then things will get hot.

Just remember, Laser weapons got CLACK! :P

#9 Xcen

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Posted 21 January 2003 - 12:25 PM

I could work on some samples too...

I'm waaaaaaaaaay eager to do alien voices :DD

I dunno if I will be good at it but I defenetly want to try ;)
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#10 Maverick

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Posted 21 January 2003 - 01:09 PM

laser weapons have a really weird noise these days, they don't use electricity anymore stew. The most powerful and controllable laser available uses controlled chemical reactions that emit photons. They get a ton of those reactions to happen at once and use lenses and stuff to make it destructive... I can't even describe what they sound like.

the rail gun definately goes *clack* though

#11 Deimos

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Posted 21 January 2003 - 04:56 PM

As far as Sound FX are concerned, I already raised my hand... I wanna do this! :P

I started working on some music too and came with a little demo draft for the intro in another thread (Intro Music: Scene 1&2 Rough Draft) but am yet waiting for comments on it ;P

I think we should take everything from scratch, while remaining inspired by the original... as for surround sound... it needs to be coded in the engine but will defenetly be a must (I always hated how I could hear people scream during aliens' turn but could not have a clue as to where they were...)

as for voices... I speak french and might have a weird accent so I don't know ;P

Hey no probs. I'd just not seen any mention of it. Not trying to steal your thunder :)
Have you used a prog called Goldwave? Wav editor and pretty powerful too. I've been playing with it for a while and I like it. Oh did I mention it's cheap :D

I had a listen to the music, and again I did like it. I've not had a chance to comment on it. I think the pace for an intro was a little slow. Having played the PSX version, the intro really sets the mood for the game with it's faster pacing. An attention grabber.

It would suit the ingame music, which has to be something that the player isn't going to get annoyed with as it has to be mellow but with a sense of urgency.

But hey I'm not a musician so feel free to ignore me :D

Hmm a french death rattle. :D

#12 Guest_stewart_*

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Posted 21 January 2003 - 06:06 PM

laser weapons have a really weird noise these days, they don't use electricity anymore stew.  The most powerful and controllable laser available uses controlled chemical reactions that emit photons.  They get a ton of those reactions to happen at once and use lenses and stuff to make it destructive...  I can't even describe what they sound like.

the rail gun definately goes *clack* though

Maybe for the tank and interceptor cannon, but the last time I looked electrons were a lot lighter for a trooper to carry. :D

#13 gangsta

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Posted 22 January 2003 - 07:16 AM

you still can do 3D sound with the isometric look.  fact, I've recently played a 3rd person game with 3D sound.  there still things left to you and right to you and so forth.

In that case, theres not to much problems about that, you only have to set the position of the sound source... an easy library call... In FPS you need to add sound propagation, and that stuff to do it on the card DSP... anyway Warcraft 3 didnt use 3D sounds and nobody notice it, because of the camera setting.

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Well OpenAL still might be good to use since you can do alot to sound with it and besides that it's portable.
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#14 Xcen

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Posted 22 January 2003 - 06:28 PM

Hey Deimos!

Yeah I use goildwave amongst other tools...

I think we are getting a nice sound team... don't mean to do all by myself, as long as I can get some place in them team ;)


It's about fun and community... community fun! :D
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#15 Deimos

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Posted 23 January 2003 - 01:57 PM

Hey Deimos!

Yeah I use goildwave amongst other tools...

I think we are getting a nice sound team... don't mean to do all by myself, as long as I can get some place in them team ;)


It's about fun and community... community fun! :D

How are you approaching the Sound fx? Are you going to do it using foley or are you thining of modifiying exsisting sounds. I'm thinking would it be better to create all the sounds from scratch?

I'm in no way a sound fx specialist more of an amateur, but I'm willing to play with Goldwave to tweak some fx :D

#16 Xcen

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Posted 23 January 2003 - 11:53 PM

I like to "sculpt" existing sounds as well as starting from "scratch" though I'm not real good at sounds mathematic so I need GUIs to configure the sounds :P

I never really try to make precise sounds so that's why it would be interesting to experiment with this...
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#17 Spaceman42

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Posted 24 January 2003 - 08:24 AM

Hey, what's wrong with giving the soldiers voices? Just make them "reaction" things - maybe showing state of mind? If one has low bravery, for example, and sees an alien, maybe a muttered "Ah, shuckeroonies"? But, of course, you'd have to have an option for turning trooper sounds off...

[Side note: I'd be interesting if the sounds for power/flying armor (or their replacements) would be garbled, like with sattelite phones. But that doesn't really jive with the date of the game, you could always use the Clancy-esque stuff...]

#18 Xcen

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Posted 24 January 2003 - 02:09 PM

some1 said voices would be wrong?

I disagree!

We got people from all parts of the world to do voices in different language to match the character's nationality... I think it would be a lot of fun doing this...

Maybe the voice pack would be optional so that people won't get 200 megs of wavs or whatever if they don't wanna use it...
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#19 Maverick

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Posted 24 January 2003 - 02:40 PM

Voices could even go in radio quality to drop the size of the file...it would make sense...they use radios. But we don't want it to be like starcraft where every time you click the guy he says something stupid....

#20 Deimos

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Posted 24 January 2003 - 08:11 PM

Voice reactions to events would be good. I agree with Maverick it would get very annoying hearing "yes sir" or " right away" on every click.

Radio quality mp3's or ogg would be pretty small wouldn't they?

Maybe have the soldiers talk when they're under attack or alien spotted. Of course death sounds are going to be cool but what about when a soldier gets hit and when they get wounded. Maybe different sound events for them would be cool.

#21 Xcen

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Posted 24 January 2003 - 09:39 PM

It would be more contextual comments than acknowledgements or voice feedback...

spotting a new alien not seen before
Spotting more than one (there's a bunch here! move your 455!)

etc...

another exemple would be stepping in a UFO and be circled by a bunch of sectoids (OMFG!ZAAAAP AAAAAAAAH!)

I think it's fesable...(sp?)
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#22 Deimos

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Posted 24 January 2003 - 11:19 PM

It would be more contextual comments than acknowledgements or voice feedback...

spotting a new alien not seen before
Spotting more than one (there's a bunch here! move your 455!)

etc...

another exemple would be stepping in a UFO and be circled by a bunch of sectoids (OMFG!ZAAAAP AAAAAAAAH!)

I think it's fesable...(sp?)

That's what I was thinking. Also that would work with sound positioning to help the player locate where the attack is taking place. It would be more of a sound guide than actually placing the sound in the right place with depth and so on. IE front right for an attack toward the top right of the screen rear left for an event in the bottom left area.

Just as a side point, is there going to be radio squelch on the start of a transmission. I know it wouldn't be an accurate representation of the timeframe the game is set, but it's the general feel that troopers are responig to threats.

Oh and I just thought, unlike some other games where the characters look to the player and talk to him (cheesy) would it be better to have them talk amognst themselves and not refer to the player at all. After all the player is more 'god' like and controls their actions rather than actually playing them. Does that make sense? :unsure:

#23 gangsta

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Posted 25 January 2003 - 10:55 PM

Hey, what's wrong with giving the soldiers voices? Just make them "reaction" things - maybe showing state of mind? If one has low bravery, for example, and sees an alien, maybe a muttered "Ah, shuckeroonies"? But, of course, you'd have to have an option for turning trooper sounds off...

[Side note: I'd be interesting if the sounds for power/flying armor (or their replacements) would be garbled, like with sattelite phones. But that doesn't really jive with the date of the game, you could always use the Clancy-esque stuff...]

man it gets on my nerves hearing the same soldier voice over and over like in star craft.. :b "Yes sir" "You bet" "affirmitive" :) GOD!
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#24 Xcen

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Posted 25 January 2003 - 11:17 PM

yeah we don't need to vote on that, NO ANNOYING VOICE FEEDBACK :)
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