Thank you so much for these. I like that bertha is bassy. It should shake the ground :D
Rofl at the radar jammer sound

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Beherith wrote:Oh my god! These are absolutely fantastic!
Thank you so much for these. I like that bertha is bassy. It should shake the ground :D
Rofl at the radar jammer sound
Hey echo isnt really a term used by us audio engineers but i think your talking about reverb sustain, but yes i understand that a few would be too long i kind of guessed that a few would be out of time in game as well but i can remake all the explosions with much faster fade outs with in a day so would be happy to do that and also i can DL CA and have a listen to it and change any sound effects you want changedGoogle_Frog wrote: A lot of your sounds have echo which won't work for weapons and explosions as a lot will be playing at the same time. For unit selection a bit of echo may be ok.
lol all i have is course then nothing so ALOT of spare time atm =]Wisse wrote:Amazing! And rly fast too, dunno how you managed to pull this off.
Keep up the good work!
hey thanks for the notes will try my best to keep that in mind, but Protools Doesnt bounce (convert) to OGG and personally ive never heard of that format i dont know very much about programming so if that could be done on your end it would be sweet. failing that please suggest a macintosh based ( preferably ) converter but i do have windows on my mac tooArgh wrote: Couple o' technical notes:
1. Final mix should be to OGG not WAV, engine prefers it. 100% Quality is fine.
4. If you're using freesound + some sampling, the license is as follows:
http://creativecommons.org/licenses/sampling+/1.0/
Read that, it's basically giving you credit and credits the people whose work you're using as well
Argh wrote:1. OGG is basically an Open Source codec like MP3.
You can convert from WAV to OGG with Audacity (free, Open Source audio toolkit): http://audacity.sourceforge.net/download/
There is a Mac OSX version, hope that it works for you. If not, I can do that as a batch-process, let me know when you are done via PM (I probably won't check this thread often).
2. The license of freesound.org's stuff applies to everything you use there. You don't have to do anything other than put a text file with the sounds, saying, "I made these sounds with samples from freesound.org sounds, they use the Creative Commons Sample+ License, 1.0 (see freesound.org for details). Credit to: (list of people whose sounds you used)".
That's all you have to do, and then it's 100% legal for anybody anywhere to use the sounds for their games.
Even better yet, you can even upload the final sounds there, and share them with the world at that point