BAR - sound replacements - Page 2

BAR - sound replacements

Balanced Annihilation with remade Units

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Google_Frog
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Re: BAR - sound replacements

Post by Google_Frog »

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
That's a bit of a futile wish when reffering to an OTA mod. If BA manages to be IP free almost all of the content will be in common with CA. At this point the other OTA mods will be given the cold shoulder as BA is (hopefully) distributed as IP free and Spring as a whole can stop being perceived as illegal. At this point the other mods would use the content in BA.

On the sounds themselves I think they would be better suited for a game without echo.

The fusion sounds are too long.

I like hit1.

Would you like to work on CA's sound replacement? Sourcing the sounds is mostly done though I'm not happy with the quality of about half of them. Implementation is waiting on my free time.
Manoa
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Joined: 19 May 2008, 18:51

Re: BAR - sound replacements

Post by Manoa »

Keep in mind you need to downmix all them to mono before using in spring.
oh noes, wtf since when, last time I loaded some stereo sounds into spring they were in stereo, but that was a while ago, I had no idea it was a requirement, let me check that again, maybe the new version got changed. well if it is necessary it won't be a problem, but it would save a great deal of work when it comes to additional effects.

sure frog, but only one thing at a time because I am making all from scratch so it take time. so give me a unit or a weapon, and tell how many per action you need.

what do you meen by "quality" from technical or perception view, because from what I was able to browse most sounds I tried had technical quality problems (bandwidth and/or nub codecs).
they would be better suited for a game without echo.
spring could use runtime software/hardware sound processing (at least: reverb and compressor), I did them wet because spring does not have it :(, and wetting sounds individually is nub because it won't sound correctly because of wrong/mismatching room sizes. but for now there is no choice.
Auswaschbar
Spring Developer
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Re: BAR - sound replacements

Post by Auswaschbar »

Manoa wrote:oh noes, wtf since when, last time I loaded some stereo sounds into spring they were in stereo, but that was a while ago, I had no idea it was a requirement, let me check that again, maybe the new version got changed. well if it is necessary it won't be a problem, but it would save a great deal of work when it comes to additional effects.
Stereo is for nubs, I want 5.1. In the best case, stereo sounds get downmixed internally, and you wasted bandwith, disk space and RAM. In the worst case, they aren't downmixed and are played from both front speakers, ignoring position, velocity, distance and volume settings / effects.

In short, just don't.
what do you meen by "quality" from technical or perception view, because from what I was able to browse most sounds I tried had technical quality problems (bandwidth and/or nub codecs).
This is not some hifi-music crap, but a game. Nobody will notice compression artifacts when there are 100 explosions all around. But everyone will notice a several mb increase in archive size.
spring could use runtime software/hardware sound processing (at least: reverb and compressor), I did them wet because spring does not have it :(, and wetting sounds individually is nub because it won't sound correctly because of wrong/mismatching room sizes. but for now there is no choice.
I wonder why you need reverb and echo on springs open and flat maps...
Manoa
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Joined: 19 May 2008, 18:51

Re: BAR - sound replacements

Post by Manoa »

5.1 is the one for nubs aus, fyi it's only a delay on both rear speakers, and a lowpass filter for nubs without decent amps for bass so they use only one "sub", the center is also ghay because flethcher response graph dictates we hear midrange better anyways. last but not least, there is only 2 ears in your head (in case you mean AC3 5.1 and up). and george lucas sucks (he "invented" pro logic).

there is nothing better to motivate nubs than the next catastrophe: "oh noes look that nub he only got 2 speakers, I pwn him I got 6", it sells good, how else would the sound business continue ? everyone already has stereo, so the marketing department was thinking of new ways to make more money and they found it in 5.1 and the like, why stop the nubs from buying more speakers. "yah baby give me moar channel for the win", what you wrote is an excellent example of how the nubs think, more is better. and I might add, very similar to the way they think about other things as well, for example: larger operating system is better "omg check out this pwn vista it on DVD !!! whoa !"...and more expensive cars "look me I got farrari I pwn you" when in fact nobody who has this cars ever drives them anywhere near their potential... and not to mention "omg I got HD bluray 1911x1337 resultion and it has 24 bits soundz ftw !" while in fact the HDMI interface performs so many color transformations that destroy most of the quality, not to mention that people play some of this content on built-in sound cards....these kind of things have no end - they go on and on and on, that's where the money comes from for the industry so they keep on thinking and finding new ways to sell you.
ignoring position, velocity, distance and volume settings / effects
last time that was not the case, and all worked, but if it doesn't like I mentioned before, im sure modders have plans to test how it goes ingame and see, im sure a decision can be made later with testing.

I wouldn't worry too much about bandwidth disk space and RAM, especially if it gives me more quality, but if there are people who would, then maybe 2 versions of mod, but then sounds have to be in the same archive and all content must be synced so that is a major problem, but not a good idea to have such data require archive sync, all other games you can easily replace the sound (and even graphics) and you can still play multiplayer (doom3, ut2004).
Nobody will notice
like I already mentioned this before, plz speak for yourself, and hi-fi music and sounds is not crap (F.E.A.R, rFactor to name a few) it's what makes the game nub or pro, that's why they say doom3 sucks and F.E.A.R pwns because the former were worrying too much about their precious RAM, sure there is time and place for space concerns, but the price is too high sometimes, I wouldn't like a game to sound like crap just because I have no RAM, it is my decision on what to save space in memory, and it is per-system basis, some might need to and some might not, we are not here to make the decision for the users, it's easy to take sounds and compress them with a nub codec and release, but it's not at all possible to get the originals from the nub codecs, so just make archive sync not include cheat-irrelevant data and you will be happy (build menus, sounds, even textures dont have to be archive sync), and those who want to save space on sounds should just use /s_khz "22", but spring doesn't support dumbing down the sound in-game, so what now we have to be aiming for the worst from the start just because spring doesn't support any better options to dumb down the sounds ? /s_khz "22" will save you 50% of the ram instantly.

as for what reverb is good for, well, it will make it more realistic sound, even the open maps have mountains, it's just maybe too hard to code a good reverb algorithm that will be light and fast and produce good results

p.s. "compression artifacts" doesn't even begin to cover it, but to know what I mean you need...hi-fi !

and the reason that you say hi-fi is crap is because you don't have it, if/when you have hi-fi (as in NOT buying your speakers in computer stores) you will change your mind. it's just like the starcraft 2 argument going on near-by so "in-short, just don't": "starcraft 1 has a shitty interface so everyone is hyped about their precious micro", "...pro players have to compensate for shitty interface governing their gameplay...", so even noob spring players would pwn pro starcraft players with spring interface, it's all point of view.
Last edited by Manoa on 11 Mar 2010, 10:30, edited 2 times in total.
Google_Frog
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Re: BAR - sound replacements

Post by Google_Frog »

Remember these sounds do not stand alone, many can be playing at once. Echo and long sounds are not good in this situation as it would just turn into a mess.

By quality I meant perception. I do not care about the audio quality as long as it sounds good and fits when played ingame. A sound may have very high audio quality yet not fit in the game. Though that said my perception of low quality sounds is generally due to poor audio quality.

For current sound creation work I have been unable to find a suitable replacement for the Annihilator(ANNIGUN1) sound and the HLT(LASRMAS2) sound, creating some sound for those would help everyone.
Manoa
Posts: 79
Joined: 19 May 2008, 18:51

Re: BAR - sound replacements

Post by Manoa »

I think I got the annihilator done, check out the #ca, for everyone else that may have missed the rest of the sounds produced today here they are.

Description: helicopters
files: heliarrive1.wav, helitakeoff1.wav, helitakeoff2.wav link

Description: aircraft take off
files: airtakeoff.wav link

Description: shortened previously sent fusion sounds
files: link

Description: (failed?) attempts for llt sound
files: part1 part2

Description: annihilator (this one took longer than the others to make)
files: part1part2part3
btw, an another version of take3 exists which was remixed by versus666 at #ca

ye frog all are made dry now
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: BAR - sound replacements

Post by SirArtturi »

OTA sounds remade

Download

Whats the problem here? All sounds remade?
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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Re: BAR - sound replacements

Post by Nixa »

Sweeeeeeeeeeeeeeeeeeeeeeet 8)
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