BAR - sound replacements

BAR - sound replacements

Balanced Annihilation with remade Units

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Regret
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Joined: 18 Aug 2007, 19:04

BAR - sound replacements

Post by Regret »

eat shit
Last edited by Regret on 05 Aug 2011, 03:18, edited 1 time in total.
Auswaschbar
Spring Developer
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Joined: 24 Jun 2007, 08:34

Re: BAR - sound replacements

Post by Auswaschbar »

Description: Sonar and sonar deactivate
Original sound file: sonar1.wav and sonarde1.wav
Link to replacement: http://springrts.com/phpbb/download/fil ... ew&id=3972
License: CC BY -- Auswaschbar
Attachments
sonar.7z
(49.92 KiB) Downloaded 59 times
Google_Frog
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Re: BAR - sound replacements

Post by Google_Frog »

http://trac.caspring.org/browser/trunk/ ... on/sounds/

There is my progress on CA's sounds. So far I have put the most work into replies, I think I am only missing ships, subs, hovercraft move and windmill select. I have collected all of the free weapon sounds from CA as well as some ok sounding explosions.

I think I have enough plasma cannon sounds for all plasma cannon shooters, there are a few rocket sounds but not enough and I do not have a beamlaser sound.

Many of the sounds have been combined with others and edited in other ways. Origin of each sound is in origin.txt of each folder. All the info is there, I am not unpacking that many sounds into your nice format.
Auswaschbar
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Re: BAR - sound replacements

Post by Auswaschbar »

ot warning: Thanks for adding mine, but why as wav and not as ogg? it would save 400 kb, offers same quality and is natively supported by spring.
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1v0ry_k1ng
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Re: BAR - sound replacements

Post by 1v0ry_k1ng »

just switch to that BA human sounds mutator
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Tribulex
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Re: BAR - sound replacements

Post by Tribulex »

1v0ry_k1ng wrote:just switch to that BA human sounds mutator
+1
Google_Frog
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Re: BAR - sound replacements

Post by Google_Frog »

Auswaschbar wrote:ot warning: Thanks for adding mine, but why as wav and not as ogg? it would save 400 kb, offers same quality and is natively supported by spring.
Really? Everything else I've seen were wavs so I thought they worked best.
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Tribulex
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Re: BAR - sound replacements

Post by Tribulex »

wavs are better in terms of performance. ogg takes more cpu, obviously, since its compressed and has to be decompressed
Auswaschbar
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Re: BAR - sound replacements

Post by Auswaschbar »

d_b wrote:wavs are better in terms of performance. ogg takes more cpu, obviously, since its compressed and has to be decompressed
Wrong.
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Tribulex
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Re: BAR - sound replacements

Post by Tribulex »

Auswaschbar wrote:
d_b wrote:wavs are better in terms of performance. ogg takes more cpu, obviously, since its compressed and has to be decompressed
Wrong.
oh?
Master-Athmos
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Re: BAR - sound replacements

Post by Master-Athmos »

Weren't there disadvantages when it's about mixing multiple .oggs being played at the same time? Didn't they even get converted into standard .wav format internally? I'm not sure anymore but there once was a discussion about that ending with no one needing high quality 44KHz 16Bit Stereo sound effects and with all the sound effects not taking that much space there's no real gain in compressing them as they're child's play to modern PCs...
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Tribulex
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Re: BAR - sound replacements

Post by Tribulex »

there arent many situations where you should be using stereo sound effects, since each sound has a position in 3d or 2d space.
Saktoth
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Re: BAR - sound replacements

Post by Saktoth »

d_b wrote:there arent many situations where you should be using stereo sound effects, since each sound has a position in 3d or 2d space.
Then the sound effect should not, itself, be stereo: There would be no point?
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Tribulex
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Re: BAR - sound replacements

Post by Tribulex »

Saktoth wrote:
d_b wrote:there arent many situations where you should be using stereo sound effects, since each sound has a position in 3d or 2d space.
Then the sound effect should not, itself, be stereo: There would be no point?
Is this jeopardy?
Manoa
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Re: BAR - sound replacements

Post by Manoa »

use FLAC if you want to save space not ogg, it looses too much quality, and stereo is ALWAYS a good idea to use because during mastering the channels will eventually be normalized (that is if you do any mastering) and that will ensure equal gain between the two channels.

and yeah, sounds dont take that much cpu for a while now.

what is the point if using them in the game in the form of the reduced quality ? what is that a demo version of the mod ?
Last edited by Manoa on 08 Mar 2010, 16:35, edited 1 time in total.
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Pxtl
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Re: BAR - sound replacements

Post by Pxtl »

Well, yes, you may as well *archive* your sounds in FLAC and keep them stereo if you have stereo information - but in terms of actually using them in the game? Mono, ogg.
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zwzsg
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Re: BAR - sound replacements

Post by zwzsg »

and stereo is ALWAYS a good idea to use because during mastering the channels will eventually be normalized (that is if you do any mastering) and that will ensure equal gain between the two channels.
So use stereo or else mastering will produce unequal gain between ... the one single channel? o_O
use FLAC if you want to save space not ogg
Does Spring even support FLAC or did you just copy an wholly irrelevant misadvice heard elsewhere?
what is the point if using them in the game in the form of the reduced quality ?
Hey you know what, even .wav and audio-cd are lossy format!

When an audio format is said to be non-lossy, it's only compared to audio cd >_>

Also, please explain me what is the point in having sounds that contains details and frequencies no human ear can hear.

Related topic: http://springrts.com/phpbb/viewtopic.php?f=10&t=18478
Manoa
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Joined: 19 May 2008, 18:51

Re: BAR - sound replacements

Post by Manoa »

So use stereo or else mastering will produce unequal gain between ... the one single channel? o_O]
WTF ? you master the stereo not the mono jeez stop replying to things you know nothing about.
Does Spring even support FLAC or did you just copy an wholly irrelevant misadvice heard elsewhere?
spring is a nub project, only vesion 0.8 so far, so for now use WAV until FLAC is supported.
even .wav and audio-cd are lossy format!
format itself not - go to sound school FFS or GTFO already.
Also, please explain me what is the point in having sounds that contains details and frequencies no human ear can hear.
s/frequencies no human ear can hear/frequencies my human ear cant hear
no hi-fi ? OMG nub !
yes idiots like you who reply to things they know nothing about, OMG just look at that topic what happened to it
Manoa
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Joined: 19 May 2008, 18:51

Re: BAR - sound replacements

Post by Manoa »

Description: fusion reactor reply and cloak
files: fusion_reply1.wav, fusion_reply2.wav, fusion_cloak.wav link

Description: metal hit sounds
files: hit_metal_dry.wav, hit_metal_wet1.wav, hit_metal_wet2.wav link

Description: hit sound
files: hit1.wav link

Description: moho metal maker
files: mohometalmaker.wav link

Description: rocket launch
files: rocket_launch_dry.WAV, rocket_launch_wet.WAV link

Description: heavy energy weapons fire
files: heavy_energy1_wet.WAV, heavy_energy1_wet2.WAV, heavy_energy1_wet3.WAV, heavy_energy1_wet4.WAV link

Description: underwater torpedo hit
files: uw_torp_hit.wav link

License: GPL

only one request, if you use any of these please use them only once in at most one mod only, not a requirement only recomendation, but it would be best if mods be original, so if you need a sound I will do my best to make it for your mod
Auswaschbar
Spring Developer
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Re: BAR - sound replacements

Post by Auswaschbar »

Manoa wrote:Description: fusion reactor reply and cloak
files: fusion_reply1.wav, fusion_reply2.wav, fusion_cloak.wav link

Description: metal hit sounds
files: hit_metal_dry.wav, hit_metal_wet1.wav, hit_metal_wet2.wav link

Description: hit sound
files: hit1.wav link

Description: moho metal maker
files: mohometalmaker.wav link

Description: rocket launch
files: rocket_launch_dry.WAV, rocket_launch_wet.WAV link

Description: heavy energy weapons fire
files: heavy_energy1_wet.WAV, heavy_energy1_wet2.WAV, heavy_energy1_wet3.WAV, heavy_energy1_wet4.WAV link

Description: underwater torpedo hit
files: uw_torp_hit.wav link

License: GPL

only one request, if you use any of these please use them only once in at most one mod only, not a requirement only recomendation, but it would be best if mods be original, so if you need a sound I will do my best to make it for your mod
Keep in mind you need to downmix all them to mono before using in spring.
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