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SND - IDEAS - How Freaky Should Sound A Song?


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#1 ATeX

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Posted 03 January 2004 - 03:22 PM

I have a couple of questions here about the sound of an xcom song:

Still remember that creepy sound during the night missions of UFO Defense?
-> How much would we have to use advanced sfx (like with Absynth 2.0 for example)?
Does it have to sound old skool (like in the old xcom games) or should we already make use of all the new technology on the market like 7.1 surround in the songs?

I'm asking this because I'm capable of making such songs, but I'm not certain if there's any need for it.

#2 Puasonen

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Posted 04 January 2004 - 04:22 AM

Use whatever you can to make it as freaky as possible! :uhoh:
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#3 Raven Squad

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Posted 04 January 2004 - 10:59 PM

I dont think that music would require surround sound, but in sfx it is ok. Tho I dont know how much that will increase programmers burdon.
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#4 ATeX

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Posted 05 January 2004 - 04:01 AM

As far as I know, surround sound in a song doesn't require any programming because the code, which indicates at what place it has to sound, already is in the song. I'm not talking about sound effects used by elements in the game. I'm talking about the sound effects in a song.

If u want to, I can make a battelscape example in 2 weeks ;) . Until then I'll be making exams.

#5 ATeX

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Posted 05 January 2004 - 04:11 AM

Ah yes, in case surround would be used with the elements, maybe this link might help http://www.synchrond.../www/area28.htm Maybe we should post a topic in the sound department to ask if we should use surround with game sfx, because surround systems are really getting a hype. So why not use it, if lots of people have it :) I think if u hear one of those creatures right behind u, the scary effect will increase dramaticly :D

Edited by ATeX, 05 January 2004 - 04:12 AM.


#6 red knight

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Posted 05 January 2004 - 03:27 PM

Talking from the programming department... The sound library that we are using support Dolby 5.1, however the sound sources must be monoaural to use Dolby or AC3 if it is Non Positional sound (like music).

We dont support AC3 encoding yet, mostly because I didnt look at the AC3 pluging for Open AL yet, even if I know that it exists. Dont know if it is free anyways.

Edit: By the way, as the view is isometric, it doesnt matters if you hear it from behind, cause behind is the sky :D... Positional sound is not that important in this kind of game.

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Edited by red knight, 05 January 2004 - 03:32 PM.

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#7 Whitewashed

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Posted 05 January 2004 - 03:56 PM

Edit: By the way, as the view is isometric, it doesnt matters if you hear it from behind, cause behind is the sky :D... Positional sound is not that important in this kind of game.

Yes, I thought so too... it's not a first person game. I'm not saying we shouldn't do surround as I'm using 4-point surround here too, but it's not as important in this game as it is in a first person game.

#8 ATeX

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Posted 06 January 2004 - 11:12 AM

Edit: By the way, as the view is isometric, it doesnt matters if you hear it from behind, cause behind is the sky ... Positional sound is not that important in this kind of game.


Yep, good point...

Just making a suggestion in case it would turn 3d in the future ;)

#9 ATeX

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Posted 08 January 2004 - 10:30 AM

speaking of freaky: Just posted a battlescape demo song... :wink:


U don't have to use it, but still, listen to it and tell me what u guys think. ^_^

#10 Puasonen

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Posted 08 January 2004 - 10:35 AM

speaking of freaky: Just posted a battlescape demo song...  :wink:


U don't have to use it, but still, listen to it and tell me what u guys think.  ^_^

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#11 ATeX

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Posted 08 January 2004 - 11:22 AM

yep, over there ^_^ thx for the comment btw