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Sfx Pack And "interceptor" Music


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#1 Claymation

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Posted 29 March 2008 - 02:00 AM

Hello,

This is my first post as a recruit. It looks like no one has posted anything here since October of 06, so I hope someone out there still reads these.

I've put together a SFX pack for the regular human pistol. It includes 6 variations on both outdoor and indoor shots, reload, and shells dropping on a hard surface. Let me know what you think.

Also, I don't think there is any interceptor music, I saw some people had made attempts at it in old forums, but I can't seem to find anything that was finished.

A disclaimer on the song:
This is probably a lot different than most people would expect for the interceptor theme, I realize that. Its just an idea and I'm totally open to suggestions or even starting over from scratch.
Its pretty short, but there are a number of ways to make it loopable, so if you have any thoughts on that let me know.
Also, I have not mixed it yet, so maybe level and mix related comments can wait until it gets to that stage. And I have only listened to it on my monitors, so hopefully it doesn't sound like a bunch of low end mud for those of you listening on laptops or desktop speakers.

Okay, here it is. Hope you enjoy it and please give me your honest feedback. Thanks!

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#2 Mad

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Posted 29 March 2008 - 04:07 AM

Very nice! I do like the pistol indoors, outdoors might have a bit too much echo (at least for the non-"mountainious" countryside (for the open in a city this would just be great), but maybe that's just me. I got the feeling that the echo is a bit "garbled" - that goes for ogg and wave (but maybe it's just my speakers?).
As for the shells, I don't know, to me this sounds more like clicking new shells in a magazine than dropping shells on the floor. Maybe you could add a high pitch / clarion sound at the end, to emphasize that this are empty shells falling on the floor... (like the pling pling pling from the lobby scene in Matrix I ;) )

The interceptor mix is great, especially the beginning, I like the MIDI references - kind of a tribute to the original... :). I don't think it needs to be any longer, how long will your average interception scene be? But if you can implement "loopability" it definetly is a plus.
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#3 kafros

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Posted 29 March 2008 - 07:23 AM

1) Reg_Pistol:
I really liked the demo, nice idea :D
The sounds except from the outdoor pack are fine. The outdoor ones have too much echo for the average enviroment. Nevertheless, those effects can be immitated by the sound engine, so there's no need to waste time on that :)

2) Interceptor mix:
I think that with some small changes the song would loop from 1:17 -> 0:05. Nice metal theme, although a more electronic sound would fit better

#4 Mad

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Posted 29 March 2008 - 08:04 AM

Nice metal theme, although a more electronic sound would fit better

I think that's just the beauty of it. I think it would be nice if not every part of the game would sound like the other one. Ok, maybe the setting is futuristic, but not "asgard-future-we-all-run-around-naked-and-enjoy-our-peacefulness"-futuristic (ok, maybe that statement is not 100% correct, but you get my drift). I mean, it's still a rough world, not a hyper clean techno world, so why not keep the soundtrack a bit rough on some edges?
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And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#5 Darkhomb

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Posted 29 March 2008 - 10:06 AM

i agree with mad, and I think it fits great for an aero fight.

I like the naming scheme for the sound files as well. alot easier to know what it is besides the 0012_1239 like I said in my PM

#6 Claymation

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Posted 29 March 2008 - 03:58 PM

Thanks for the feedback everyone.

Mad, great advice on the shells, I knew they didn't sound quite right. Unfortunately I don't own The Matrix and I haven't seen it for a while (a shame I know) so I can't make a direct reference to that scene right now. I mixed in some ringyness to the sounds and it helped, but I still don't have that really distinct "pling, pling" sound that you mentioned.

I have ditched the "outdoor" version of the regular pistol shot. Its good to know that the sound engine will handle that kind of stuff, that will help give the sounds in the game a little uniformity. So from now on I will deliver only dry fx, and let the engine determine echo/verb based on environment.

If people are generally happy with "Interceptor" and there are no major changes to be made, I will leave it for now and start on battlescape music, as I understand we still need some.

Here's the new shell sounds:

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#7 Mad

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Posted 29 March 2008 - 04:30 PM

Better, but still not what I have in mind... Youtube is your friend: I'm speaking of the sound at 1:39. Maybe that helps :)

Edited by Mad, 29 March 2008 - 04:32 PM.

Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#8 dteviot

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Posted 30 March 2008 - 12:56 PM

Darkhomb,
Just so that we know who is doing what.
When you're happy with the sounds, can you check them into SVN and connect them up in the code, or do you need me to connect up the sounds?
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#9 Darkhomb

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Posted 30 March 2008 - 05:02 PM

Nope. I know how to connect them, however one thing we have not talked about for it, there are varations in sound so not every sound is the exact same, it looks like there will be around 4-6 varations for sound files, is there a way to plug them all in and have the computer randomly pick a sound for the shot?

#10 dteviot

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Posted 30 March 2008 - 05:44 PM

Nope. I know how to connect them, however one thing we have not talked about for it, there are varations in sound so not every sound is the exact same, it looks like there will be around 4-6 varations for sound files, is there a way to plug them all in and have the computer randomly pick a sound for the shot?

No. At the current time, actions can only have 1 sound associated with them.
I'd have to change the schema to handle this (and then add more code behind it.
Nothing impossible, but will take time. (Which I'm not likely to have until the weekend.)

Edited by dteviot, 30 March 2008 - 05:45 PM.

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#11 Darkhomb

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Posted 30 March 2008 - 06:05 PM

Won't need it done for a while, one sound is fine, the others will be ready when the time comes.

#12 Claymation

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Posted 30 March 2008 - 07:03 PM

Better, but still not what I have in mind... Youtube is your friend: I'm speaking of the sound at 1:39. Maybe that helps :)


I noticed in the lobby scene at the spot you mentioned, their shells have a very high pitched resonance that ring out a lot longer than mine. I've tried to add that element into my mix. Before I make more variants I wanted to see if you like them, so here is a few samples.

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#13 Darkhomb

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Posted 30 March 2008 - 08:00 PM

The shell doesn't normally hit once, it hits on one side, then hits the other side before falling one more time. so maybe have 1 or 2 softer impacts right after.

edit might be a little too high pitched. was trying to compare the 2, (yours vs matrix) but they are close.

Edited by Darkhomb, 30 March 2008 - 08:02 PM.


#14 Claymation

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Posted 30 March 2008 - 08:14 PM

The shell doesn't normally hit once, it hits on one side, then hits the other side before falling one more time. so maybe have 1 or 2 softer impacts right after.

edit might be a little too high pitched. was trying to compare the 2, (yours vs matrix) but they are close.


Try this, I added a few more bounces, haven't changed the pitch yet though.

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#15 Darkhomb

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Posted 30 March 2008 - 10:29 PM

I like that alot, but after thinking about it, it depends where the person is, that wouldn't sound right on grass, and since that type of stuff isn't going to be programmed right now, lets just worry about the actual weapon sounds and not the shells, if you want to make them thats fine, they will be included in the SVN but it wont be in game for a while.

Edited by Darkhomb, 30 March 2008 - 10:42 PM.


#16 Mad

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Posted 31 March 2008 - 04:16 AM

This is very nice! great work! Maybe just one thing: the shells falling to the floor could be a bit more gentle / quiet / less loud. And, this is something which goes to Darkhomb, 'cause he probably knows best: is the timing of the three "impacts" correct, or should it be changed? I am not sure, to me it feels like something is wrong, but I can't put my finger on it.
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#17 Darkhomb

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Posted 31 March 2008 - 10:39 AM

Couldn't tell you.. 1 you really only here the shot, yours or people next to you, 2 most of the time you are on grass or dirt when firing. I'll try and listen again laster tonight see if I can have any more input. but remember, shells on the ground are not priority, the shots are.

#18 Raven Squad

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Posted 26 April 2008 - 11:42 AM

IMO in inteceptor theme there certainly should be metal flavors and your interceptor theme deliveres quites nicely, but drums need much more power as i barely can hear them. Also i would add little more variation to the guitar between 0.22-1.00.

Edited by Raven Squad, 26 April 2008 - 11:43 AM.

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#19 Guest_Azrael Strife_*

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Posted 26 April 2008 - 01:36 PM

Amazing work! should this be made loopeable I think it'd be it :)