<!--quoteo(post=1877119:date=Sep 27 2011, 02:17 PM:name=s0k)--><div class='quotetop'>QUOTE (s0k @ Sep 27 2011, 02:17 PM) <a href="index.php?act=findpost&pid=1877119"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As someone who has never really done sound design, this is a real privilege to watch. Thanks for sharing this! Incredible work. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I see it the same way! Thanks for sharing Simon!
I had to ditch early but it was awesome to get to hear some of the environmental sounds for the onos, I still think marines need audio for soiling pants when the onos environment sounds peak!
<!--quoteo(post=1878772:date=Oct 8 2011, 04:37 PM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Oct 8 2011, 04:37 PM) <a href="index.php?act=findpost&pid=1878772"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am curious if you can share with us where you got some of the sound libraries you have? ( anything that you didnt record yourself? )<!--QuoteEnd--></div><!--QuoteEEnd--> I can't answer for him but From what I was watching and from experience you can record a clip to see how it was built by filtering, take sound you like from the filtered audio and build your own version of it then add your own twist. The trick is to build your own version of the sound using the technique you learned from analyzing the sound clip you "borrowed" and not take work someone else did.
There are tons of free sounds out there on the net, Try searching for "Royalty free sounds" and you will be listening for months there are so many.
Hope that helps getting you going on building up some effects libraries. :)
<!--quoteo(post=1878772:date=Oct 9 2011, 12:37 AM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Oct 9 2011, 12:37 AM) <a href="index.php?act=findpost&pid=1878772"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am curious if you can share with us where you got some of the sound libraries you have? ( anything that you didnt record yourself? )<!--QuoteEnd--></div><!--QuoteEEnd-->
i use some sounds form freesound.org
but most of the ones that i dont record are commercial sound library, some of the ones that are usualy very expensive i managed to get from my uni cheaply when i was studying there. there is a new trend in sound librarys where sound guys sell smaller collections sounds for a nice price, so i get those
find this really interesting to watch since im a sound guy too but have only ever worked in music and post-production for film, and have really never worked or seen people do audio for game development or really even heard of things like fmod till i watched these.
hey guys, thanx for all ur comments in the whole thread and for tuning in!
alien footsteps definitely need a lot of work still, alof of the sounds are done already but when they actually get implemented is not really up to me, they need to be coded in , and its actually a decent amount of work to code in all alien steps/crouch steps/etc for all surfaces, so it depends on when brian or charlie have some time to do this.
there will definitely be alien communication voice overs, but these will be done right at the end
cmpasserby, id love to hear what u make. if u like next cast i can go into more of the implementation side of things that i do if ur interested
<!--quoteo(post=1878795:date=Oct 9 2011, 02:01 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Oct 9 2011, 02:01 AM) <a href="index.php?act=findpost&pid=1878795"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't answer for him but From what I was watching and from experience you can record a clip to see how it was built by filtering, take sound you like from the filtered audio and build your own version of it then add your own twist. The trick is to build your own version of the sound using the technique you learned from analyzing the sound clip you "borrowed" and not take work someone else did.
There are tons of free sounds out there on the net, Try searching for "Royalty free sounds" and you will be listening for months there are so many.
Hope that helps getting you going on building up some effects libraries. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1878826:date=Oct 9 2011, 04:18 AM:name=simon kamakazi)--><div class='quotetop'>QUOTE (simon kamakazi @ Oct 9 2011, 04:18 AM) <a href="index.php?act=findpost&pid=1878826"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i use some sounds form freesound.org
but most of the ones that i dont record are commercial sound library, some of the ones that are usualy very expensive i managed to get from my uni cheaply when i was studying there. there is a new trend in sound librarys where sound guys sell smaller collections sounds for a nice price, so i get those<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanx for the tips and info guys I will certainly take a shot at it.
ya thanks simon kamakazi, a lot of what your doing in the vids is similar to what i would be doing in post-production, but all the FMOD stuff is new too me.
so in FMOD your pretty much tieing the sounds you make to game events, than adding some pitch shifting and other effects that happen at runtime to make it sounds less repetitive right?
i see that FMOD is free for non commercial use too, so i may try to play with it, though problem is finding a game engine i can use with it since i got most of my experience with UDK which doesn't support it.
<!--quoteo(post=1884523:date=Nov 10 2011, 06:28 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Nov 10 2011, 06:28 AM) <a href="index.php?act=findpost&pid=1884523"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great stream, thanks for tips on deadzones. Definitely will use it when I continue with my mapping.<!--QuoteEnd--></div><!--QuoteEEnd-->
oh also i forgot to mention that in order for u to have a sound that plays in the entire map u need to have it "ignore geometry" or be a '2d' sound so that the walls dont block the sound, unfortunatly u cant change these settings on the current sounds, but if u make ur own FMOD project u can, or if u use the sounds from the NS2.fev named "....base_tone" eg summit_basetone has the appropriate settings.
- Currently ambient sounds are way too loud. (you dont hear movement, its like playing the game without sound while listening to music) There is no orientation, "spying" possible atm via sounds. e.g. You can follow marines around the whole map and they wont know it if they dont see it on the minimap or turn around/ somebody else telling. (works also the other way around, but most alien lifeforms are way faster so... you have to shoot earlier than later)
Top to bottom: Player Structure sounds (Movement and Weapon sounds, footsteps, flapping wings, blink, rifle fire, bite hit sounds, explosions, hive cry etc) Bigger map structure sounds (Steam, Vents, working machinary, Doors, etc) Smaller map structure sounds (humming lights, beeping consols etc) Ambient sounds (filler sounds, and "music" sounds)
But the biggest problem are those filler sounds, and "music" sounds that are way too loud. (currently i guess you would have to somehow remove all ambient sounds to get it right from the footsteps point of view - 187 was pretty perfect for footsteps, not too loud not too quiet)
My suggestion: All player movment sounds need to get slightly louder + hit feedback sounds of aliens too Filler and music needs to be turned down by around 50%.
Best would be to have working adjustable sliders after, so everybody can adjust stuff themself: (ofc this needs a good balance between sounds volumes in each category which is pretty ok atm besides the ambient sounds)
Effect sounds - Movment, Weapons, Team structure sounds Ambient sounds - All sounds around the map that dont come from players or team structures Music - Options menu music, and those filler sounds. ("breathing" of a room)
But i guess that is mostly work for the programmers...
While I agree with Koruyo that footstep sounds are too quiet at the moment, what really needs to change is the <b>range</b> of the footstep sounds. You can test this easily with the thirdperson command and cheats on. After thirdperson 5-6, footstep sounds are mostly inaudible. A good range should allow us to hear other players from across a room or hallway (roughly 15-20 meters).
thanx for the suggestions guys, this is the first patch that has ambient soudns in summit so expect some growing pains with ambient vs gameplay sounds balance. i need to find a nice balance of emersion/gamplay with these, and the feedback on the forums helps alot
Comments
Yeah, I see it the same way! Thanks for sharing Simon!
starting now
Great work Simon!!
starting now
starting now<!--QuoteEnd--></div><!--QuoteEEnd-->
Jetpack skulk! :D
Can't wait to try that out.
I learned a surprising amount by watching this.
todays cast = alien/marine hybrid experiments and sound mixing in a public game
starting now
I can't answer for him but From what I was watching and from experience you can record a clip to see how it was built by filtering, take sound you like from the filtered audio and build your own version of it then add your own twist. The trick is to build your own version of the sound using the technique you learned from analyzing the sound clip you "borrowed" and not take work someone else did.
There are tons of free sounds out there on the net, Try searching for "Royalty free sounds" and you will be listening for months there are so many.
Hope that helps getting you going on building up some effects libraries. :)
i use some sounds form freesound.org
but most of the ones that i dont record are commercial sound library, some of the ones that are usualy very expensive i managed to get from my uni cheaply when i was studying there.
there is a new trend in sound librarys where sound guys sell smaller collections sounds for a nice price, so i get those
While lerk isnt a big deal, fade would be usefull sometimes...
alien footsteps definitely need a lot of work still, alof of the sounds are done already but when they actually get implemented is not really up to me, they need to be coded in , and its actually a decent amount of work to code in all alien steps/crouch steps/etc for all surfaces, so it depends on when brian or charlie have some time to do this.
there will definitely be alien communication voice overs, but these will be done right at the end
cmpasserby, id love to hear what u make. if u like next cast i can go into more of the implementation side of things that i do if ur interested
There are tons of free sounds out there on the net, Try searching for "Royalty free sounds" and you will be listening for months there are so many.
Hope that helps getting you going on building up some effects libraries. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1878826:date=Oct 9 2011, 04:18 AM:name=simon kamakazi)--><div class='quotetop'>QUOTE (simon kamakazi @ Oct 9 2011, 04:18 AM) <a href="index.php?act=findpost&pid=1878826"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i use some sounds form freesound.org
but most of the ones that i dont record are commercial sound library, some of the ones that are usualy very expensive i managed to get from my uni cheaply when i was studying there.
there is a new trend in sound librarys where sound guys sell smaller collections sounds for a nice price, so i get those<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanx for the tips and info guys I will certainly take a shot at it.
so in FMOD your pretty much tieing the sounds you make to game events, than adding some pitch shifting and other effects that happen at runtime to make it sounds less repetitive right?
i see that FMOD is free for non commercial use too, so i may try to play with it, though problem is finding a game engine i can use with it since i got most of my experience with UDK which doesn't support it.
todays cast: tram ambient sounds, using the level editor. starting naow
oh also i forgot to mention that in order for u to have a sound that plays in the entire map u need to have it "ignore geometry" or be a '2d' sound so that the walls dont block the sound, unfortunatly u cant change these settings on the current sounds, but if u make ur own FMOD project u can, or if u use the sounds from the NS2.fev named "....base_tone" eg summit_basetone has the appropriate settings.
starting now
i mean tram and sounds n things.
:)
starting now
starting now
- Currently ambient sounds are way too loud. (you dont hear movement, its like playing the game without sound while listening to music)
There is no orientation, "spying" possible atm via sounds.
e.g. You can follow marines around the whole map and they wont know it if they dont see it on the minimap or turn around/ somebody else telling. (works also the other way around, but most alien lifeforms are way faster so... you have to shoot earlier than later)
Top to bottom:
Player Structure sounds (Movement and Weapon sounds, footsteps, flapping wings, blink, rifle fire, bite hit sounds, explosions, hive cry etc)
Bigger map structure sounds (Steam, Vents, working machinary, Doors, etc)
Smaller map structure sounds (humming lights, beeping consols etc)
Ambient sounds (filler sounds, and "music" sounds)
But the biggest problem are those filler sounds, and "music" sounds that are way too loud. (currently i guess you would have to somehow remove all ambient sounds to get it right from the footsteps point of view - 187 was pretty perfect for footsteps, not too loud not too quiet)
My suggestion:
All player movment sounds need to get slightly louder + hit feedback sounds of aliens too
Filler and music needs to be turned down by around 50%.
Best would be to have working adjustable sliders after, so everybody can adjust stuff themself: (ofc this needs a good balance between sounds volumes in each category which is pretty ok atm besides the ambient sounds)
Effect sounds - Movment, Weapons, Team structure sounds
Ambient sounds - All sounds around the map that dont come from players or team structures
Music - Options menu music, and those filler sounds. ("breathing" of a room)
But i guess that is mostly work for the programmers...
cheers
simon