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EvolutionRTS Needs you!

Posted: 26 Nov 2007, 23:12
by Forboding Angel
Evolution is a much different game than many others you have seen here at spring, yet in many ways it is very similar.

There are a lot of surprises surrounding the release of evolution, but the main reason I am here today is... *ding ding ding*

Sound effects are needed!

The criteria are:
Must not be taken from a previously copyrighted sound
Must be released as public domain.
All sounds must be no longer than 2 seconds, unless it is intended on something that only happens once in a while(like nukes for example).
Must be ready to put ingame - 11000khz mono, no clicking at ends or beginnings of sounds (a la, I would prefer not to have to go into goldwave or cubase to fix them).

As many of you know, and more of you probably do not know, upon final release Evolution will become public domain (models, textures, scripts, etc etc etc) in an attempt to help startup mods with learning how to mod as well as having content, good effects etc available to them from the start with no worries concerning licensing.

If you would be interested in helping, please pm me, there is much work to be done HYAH!

Posted: 26 Nov 2007, 23:46
by Neddie
Sounds, you say? Zounds, I may have some another day.

Posted: 26 Nov 2007, 23:47
by Snipawolf
I would say I am going to help. I am capable, yet too lazy...

So, no sounds for joo >__>

Posted: 27 Nov 2007, 01:23
by smoth
forb there are at least 3 sound packs on this forum. 2 of them are on my forum under the FF section.

uh

Posted: 27 Nov 2007, 01:29
by rcdraco
There's a bug in the version you gave me.

Bombers when told to morph, divebomb to the ground, and explode.

Posted: 27 Nov 2007, 01:49
by Argh
And all of the sounds in NanoBlobs may be considered to be Public Domain. Feel free to use them for whatever. And I'm bored and haven't done sound in awhile, I'm remixing the FF stuff, which has clipping and other problems.

Posted: 27 Nov 2007, 02:40
by Argh
Here ya go. Smoth, can these be put in Public Domain, or what? I don't know what they came from.

I messed with a couple of them, because I'm bored and I didn't think they had enough punch, but most of them are just remastered. To really hear the difference, crank your stereo / headphones (I use full-ear headphones) up to about 75% of max (or whatever won't quite wake your neighbors), then play the old versions in Media Player, with repeat ON, so that you can hear the clipping, distortion, pops and other crap. Then listen to the remastered ones.

When messing with sound, make sure to put a fade-in and fade-out on the front and end, normalize, so that they cannot clip unless the user flips their stereo up to 11, and run a low-pass filter, in a range from 1.5kHz to 12kHz, to remove artefacts and bits of white noise from crappy re-recordings, compression, etc. It's not perfect- sound is like watercolor, in the sense that all changes are irrevocable. But you can get rid of a lot of the more obvious suck with just a few steps.

Re: uh

Posted: 27 Nov 2007, 04:20
by Forboding Angel
rcdraco wrote:There's a bug in the version you gave me.

Bombers when told to morph, divebomb to the ground, and explode.

It's not a bug....

You don't morph planes when they are flying... Systems shut down when morphing. For the same reason that radiometers ans mexs' shut down.

Posted: 27 Nov 2007, 04:21
by Forboding Angel
THank you argh. I'll take a look.

And smoth, said sound packs has some problems.

Posted: 27 Nov 2007, 05:15
by lurker
It's intentional that the planes don't land when you give them a morph order?

Posted: 27 Nov 2007, 05:50
by Forboding Angel
feel free to bother whoever made the gadget. IN the meantime, this thread is about sound effects, not morphing, guys.

Posted: 27 Nov 2007, 20:11
by Forboding Angel
I have gotten all the sound effects for the weapons and weapon hits! Yay!

I now only need movement sounds etc etc etc. Anyone care to point me somewhere?