old TA sounds need redoing
Moderator: Moderators
old TA sounds need redoing
The OTA sounds used with all of the current TA based mods are really quite nasty.
They're all in 11khz, so don't play properly on some of the newer sound cards, as well as generally sounding bad. This doesn't go very well with the graphics & effects improvements which have been made recently, and the sounds are holding back the general game experience.
Im willing to remaster the OTA sounds and upsample them to 44khz, but that won't be good enough. We need many new soundfx, which ill probably need some help in creating.
So who thinks this is a good idea? im only going to go ahead with this if people think its worthwhile, and remember it will benefit AA, BA & CA.
They're all in 11khz, so don't play properly on some of the newer sound cards, as well as generally sounding bad. This doesn't go very well with the graphics & effects improvements which have been made recently, and the sounds are holding back the general game experience.
Im willing to remaster the OTA sounds and upsample them to 44khz, but that won't be good enough. We need many new soundfx, which ill probably need some help in creating.
So who thinks this is a good idea? im only going to go ahead with this if people think its worthwhile, and remember it will benefit AA, BA & CA.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
Anyway, before, i get started, please can someone explain to me how the sounds actually work in game.
I dont know if this is just me or what, but when im playing theres hardly any sounds, but occasionally there is one really loud sound. I dont know why this is cos ive got max simultaneous sounds on full. This is probably the worst thing about the in game sounds atm.
Does the position of the unit/event making the sound have an effect on the volume/stereo panning? (i assume it does, it just doesnt work very well)
I think some adjusting needs doing which cannot be done simply by changing the sound files (although they still need to be of a higher quality)
I dont know if this is just me or what, but when im playing theres hardly any sounds, but occasionally there is one really loud sound. I dont know why this is cos ive got max simultaneous sounds on full. This is probably the worst thing about the in game sounds atm.
Does the position of the unit/event making the sound have an effect on the volume/stereo panning? (i assume it does, it just doesnt work very well)
I think some adjusting needs doing which cannot be done simply by changing the sound files (although they still need to be of a higher quality)
This really is a great initiative. Sounds are as important as special effects to atmosphere, imho, and the old OTA ones are really lacking.
There is volume/stereo panning, it's possible to get a good estimate of the position of enemy builders out of LoS by the construction sounds.
Here is a useful collection of FX.
This is interesting too.
There is volume/stereo panning, it's possible to get a good estimate of the position of enemy builders out of LoS by the construction sounds.
Here is a useful collection of FX.
This is interesting too.
I know what we need: continuous sounds for when units are moving!
Only for large tanks, commander and other big stuff to save memory, but as these are large units they will make a lot of noise as they move. at the moment, they make a moving noise when the move command is issued but this lasts ~1second and stops. what i want is for it to play the sound then go on to a loop of the second half of that sound, but quieter so you only hear it when you zoom in. it would be good if the end of this movement sound is cross faded with the start of the next, to give the sound a continuous feel.
More difficult will be trying to sync the sounds for walking units with the walking animation.
Will this be easy to do? i suppose it involves scripts.
Only for large tanks, commander and other big stuff to save memory, but as these are large units they will make a lot of noise as they move. at the moment, they make a moving noise when the move command is issued but this lasts ~1second and stops. what i want is for it to play the sound then go on to a loop of the second half of that sound, but quieter so you only hear it when you zoom in. it would be good if the end of this movement sound is cross faded with the start of the next, to give the sound a continuous feel.
More difficult will be trying to sync the sounds for walking units with the walking animation.
Will this be easy to do? i suppose it involves scripts.
I'm not sure how the sounds for TA were made in the first place, explosions, movement, yes no, etc, but I think it's possible to get new sounds with some simple ingenuity.
You could make a bullet against metal by taking two pieces of metal and clacking them together, edit it with a sound editor until it's good. Explosions, record the sound of a firecracker, elongate it and deepen it, and, excuse the pun, bam, you have a good, big explosion sound.
YOu could make a missile launch sound by waving something over the mic to make a WHOOSH sound, and then edit it to make it start out loud and fade off.
The unit noises could probably be made by technochatter, something like a computer or somesuch; you know, they weren't all that surprising. "Whhee?" "Clankchunkrrrrr"..
Plasma cannon firing at a boat, misses and hits the water. Water splash sound simple as dropping a brick in a bucket, and vary the sizes on each object to get different sounds. Smaller object for a laser, or even water sizzling in a pan for laser, and brick in a bucket for a bertha.
Throw a nerf ball against some plywood and record it, makes a good bonk sound. Find some random motors, and spin them up to get some whirring and movement sounds. I have an old HDD motor here that, when I spin it, it scrapes, and would make a nice metal scraping sound.
You could make a bullet against metal by taking two pieces of metal and clacking them together, edit it with a sound editor until it's good. Explosions, record the sound of a firecracker, elongate it and deepen it, and, excuse the pun, bam, you have a good, big explosion sound.
YOu could make a missile launch sound by waving something over the mic to make a WHOOSH sound, and then edit it to make it start out loud and fade off.
The unit noises could probably be made by technochatter, something like a computer or somesuch; you know, they weren't all that surprising. "Whhee?" "Clankchunkrrrrr"..
Plasma cannon firing at a boat, misses and hits the water. Water splash sound simple as dropping a brick in a bucket, and vary the sizes on each object to get different sounds. Smaller object for a laser, or even water sizzling in a pan for laser, and brick in a bucket for a bertha.
Throw a nerf ball against some plywood and record it, makes a good bonk sound. Find some random motors, and spin them up to get some whirring and movement sounds. I have an old HDD motor here that, when I spin it, it scrapes, and would make a nice metal scraping sound.
thanks for the ideas, but it could be difficult getting things to sound exactly the same through a mic. i can do most of the sounds using pre recorded free samples, but if you want to have a go at recording some go ahead, it might work!
Last edited by L0223R on 30 Jun 2007, 23:09, edited 1 time in total.
Well the idea is to get your base sound from home made stuff, and tweak it, enlarge it, shorten it, elongate it, through an editor or somesuch.L0223R wrote:thanks for the ideas, put it could be difficult getting things to sound exactly the same through a mic. i can do most of the sounds using pre recorded free samples, but if you want to have a go at recording some go ahead, it might work!