UFO:Alien Invasion
Development => Sounds and Music => Topic started by: Mattn on May 16, 2009, 01:14:03 pm
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Hi,
again we are searching for sound files -especially fire sounds like this one http://www.freesound.org/samplesViewSingle.php?id=44322
we need them for the maps where fire particles are burning without a single noise. and we have differnt kind of fires. big ones (like e.g. the crashed ufos) and small ones like camping fires.
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Do you still need fire sounds? And what other "ambient" sounds are you talking about?
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yes, we are still searching for fire sounds, engine sounds, water sounds and whatever can add more atmosphere to our maps
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Heres an ambient sound or two I just made for you guys:
http://omploader.org/vMnlzMw/hum.ogg
http://omploader.org/vMnl4Zg/hum2.ogg
Do what ya like with 'em. I'm going to see if I can make some more. I'd say they sound quite alien spaceshippy. Ideally I want to create something properly mechanical sounding at some point.
Oh for anyone who wants to know I made it using the Triple Oscillator in Linux Multimedia Studio :)
EDIT: Just edited hum2 a little. Realised it had about a second of silence at the end meaning it didnt loop quite right.
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nice - they would fit well into the alienbases imo..
what is the license you release your work under? gpl 2 or later ok? or Creative Commons Attribution Share-Alike 3 ?
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GPL2 is fine. Its the only thing thats truly compatible with an open source project like this.
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thank you very much - commited to trunk
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Hey developers !
Do you still need additional ambient sounds ?
I'm thinking of things like a howling dog in the background or the clittering of crickets !
If the answer is yes, I could contribute...
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the answer is definitely yes - the more the better - they can add a lot of atmosphere to a map
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Heres an ambient sound or two I just made for you guys:
http://omploader.org/vMnlzMw/hum.ogg
http://omploader.org/vMnl4Zg/hum2.ogg
Do what ya like with 'em. I'm going to see if I can make some more. I'd say they sound quite alien spaceshippy. Ideally I want to create something properly mechanical sounding at some point.
Oh for anyone who wants to know I made it using the Triple Oscillator in Linux Multimedia Studio :)
EDIT: Just edited hum2 a little. Realised it had about a second of silence at the end meaning it didnt loop quite right.
I like these two a lot! If you can, you should upload the lmms files - we'd have the source available that way ^^
There are a few Ambient sounds (http://opengameart.org/browse-menu/audio/31/10) on OpenGameArt.
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Here's a Mining Pump I made - it's a bit short (8 bars or so) but I could make it longer if needs be..
http://wiki.creativecommons.org/File:MinePump01.ogg
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Sounds great, I vote 4 using this sound in-game !!!
But why is the sound 4 minutes long, when most of it is silence ? Did you do this on purpose ?
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Sounds great, I vote 4 using this sound in-game !!!
But why is the sound 4 minutes long, when most of it is silence ? Did you do this on purpose ?
No - I think it's probably a minimum length required by the ogg converter that I use - maybe I will expand it slightly and re-upload it.
Edit:
A longer sample - (32 bars): http://wiki.creativecommons.org/File:MinePump02.ogg
Oh - and I discovered that I had the End pointer set incorrectly - so thats the reason for the silence in the first one (doh!)
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Nice !
How did you make it ?
Maybe you could edit it just a little bit, so it will loop better, now you kind of hear when the loop begins if ya know what I mean ?!
& make it even longer to avoid being to repetitive in-game...
Then I think this would be perfect for the machines in the U.F.O.s.
I will write a patch tracker item on sourceforge regarding this.
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Thanks MCR - :)
Made by mixing 2 tweaked voices on the Malstrom Synth - basic heli-motor and an ambient voice setting - exported to .wav and converted to .ogg.
This one is 64 bars in length (around 2.5mins or so..)
http://wiki.creativecommons.org/File:MinePump03.ogg
I had in looping in Reason quite seamlessly - so I think it should be OK.. ;)
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8) 8) 8)
Great, man, it seems that you really know what you are doing ;)
This one sounds PERFECT for me. It really has 'the right feeling' for an ambient & spooky atmosphere. Great job !
I already wrote a patch tracker item, so I think you will hear from Mattn soon...
I would use this one for some funky space-alien-machine, but you are the creator of this & I think you should choose where to use it ;)
If you have some other sounds in mind or have seen objects in the game which should have a sound assigned feel free to post those stuff here, I am sure there will soon be also a big revision of the current sound system, because there also has some bugfixing regarding hurtsound to be done...
Greetinx.
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Congratulations ;D
Mattn already added it to trunk ;D
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Congratulations ;D
Mattn already added it to trunk ;D
Thanks - hope it fits in OK.. ;)
Whilst I was playing with the Malstrom I sandwiched a polyphonic voice between 2 tracks and filtered it through a chorus processor - the result reminded me of movement that could be applied to the Bloodspider - but maybe anything robotic I guess??
http://wiki.creativecommons.org/File:BloodSpiderWalk.ogg
It's just 32 bars again, but loops very well :)
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That could fit inside an alien ship or base, since that sounds like something a (broken) computer would be outputting.
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That could fit inside an alien ship or base, since that sounds like something a (broken) computer would be outputting.
Agreed - quite true! :)
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There is also some 'waterly' sound hidden in this sample, like bubbles inside a tank ::) ?!
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applied to trunk, too - thanks
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As I mentioned in the Footsteps Thread, here is another Contribution under your favourite License mady by me.
Just let me know, if you are using it Ingame.
http://rapidshare.com/files/409779677/NIGHT_ATMO_UFO.mp3
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i will for sure add this to data_source - thanks a lot for the contribution.
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Do you need more ambient sounds?
I also have Forrest/Normal and abandoned city to offer.
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the more the better - it would add a lot of athmosphere to the maps that uses them.
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Abandoned city could be useful for the +city RMA in development.
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Well then, here it is:
http://rapidshare.com/files/410558610/ATM_ABND_CITY_WIND.mp3
Loopable. Not Normalized due to compression. I hope mp3 is okay, i can send you the original WAV if you need it but i think you won't be using uncompressed Audio in the game.
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I believe the preferred format is OGG.
This is good and I think it will go well if I can use some of the more specific sounds Gren has done.
At 2.4mb it might be a little large in comparison to the other ambient stuff we have, but not sure what the limits are on something like this.
Would you have any interest in doing some more stuff that could work alongside this for the city RMA? I'm thinking something like alarms or sirens in the distance, maybe the sound of a machine/vent humming (we've got 1 or 2, but diversity can help), and the sound of a car idling would be nice. I don't mean for these to be included in the same audio file. But several sound files can be played at different locations adding to the overall ambiance you've created in this one.
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I think you'll have it by tomorrow.
:)
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:)
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do you have those single samples that you mixed together to that sound?
that would be better, as we don't have horses and stuff like that in the city map.
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Well then, here it is:
http://rapidshare.com/files/410558610/ATM_ABND_CITY_WIND.mp3
Loopable. Not Normalized due to compression. I hope mp3 is okay, i can send you the original WAV if you need it but i think you won't be using uncompressed Audio in the game.
Please provide the original .wav files or normalized .oggs encoded @ 128 Kbit VBR because reencoding samples always means sacrificing quality...
Here you can download an easy-to-use encoder with built-in aoTuVb5.7 ogg Encoder (win32 version):
http://rarewares.org/ogg-oggdropxpd.php#oggdrop-aotuv
This is from Wikipedia:
Quote:
aoTuV is a modified version of the reference encoder created by a Japanese developer named Aoyumi (aoTuV stands for Aoyumi Tuned Vorbis), which improves its quality, especially at lower bitrates. Initially built upon Vorbis 1.0, the improvements of aoTuV Beta2 were merged back into Vorbis 1.1. Further improvements were released, the current Beta 5.7 version (released on March 3, 2009) is an improvement of libvorbis 1.2.1 RC2.
Quote end.
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Horses? Maybe I should listen closer next time...
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There are no horses in my Contributions so far.
I will start reencoding the Samples now.
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Ok, here it is.
http://rapidshare.com/files/410753505/UFOAI_CITY_AMBIENCE_ATMO.rar
A complete Package in which following files are included:
UFO_NIGHT_ATM - Generic Night Ambience Track
CITY_ABND_UFOAI_ATM - The abandoned City Ambient Track
CITY_ABND_UFOAI_CRANE_ATM - An alternative with a crane working in the distance
CAR_ENGINE_RUNNING_DIRTY - An old Car engine running
ALARM_CAR_DYING - Car Alarm which dies after awhile. Please don't use this or make it VERY quiet as Sirens and Alarms are very annoying.
I've included the last one because you wanted it. The City Ambience in the actual Version of the game (2.3) seems quite annoying to me as all you see are very few buildings and nearly no civillians but what you hear are Police Sirens, Traffic etc. That doesn't fit quite well with what you see in the actual game so i would suggest to use very little SFX like maybe a distant car engine. The ambient tracks should do the most.
All files are in ogg Format @ 128,0kbps
Question:
Please look at the other tracks in Sounds and Music. Are you still in need of geosphere and/or footsteps sounds?
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Very nice, I like them. And I think the crane one could be used in the industrial theme.
Is the car engine loopable? The player I'm using to listen cuts out as it reloads the track so I can't get a good listen to the loop, but it sounds like they're at different "pitches" at the start and end. It would be nice if it were loopable since it would be tied to a car somewhere on the map that wouldn't go anywhere.
And good call on making the alarm die. It would be great if I could link that to a func_breakable so it goes off when a car is too close to a grenade or something... any chance that could be added to the entity mattn or someone? To play a sound when destroyed?
More cars and stuff are planned for the city RMA, but just haven't been added yet.
And I don't know about the other songs, but mattn can probably provide an answer when he's around.
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The car engine is loopable but you can hear a slight pitch change.
Here you have one with slightly lower pitch and 100% loopable.
http://rapidshare.com/files/410775921/CAR_ENGINE_RUNNING_DIRTY_2.ogg
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Hey Axis, in revision 31507 I added your city_abnd_ufoai_atm.ogg to the +city RMA for ambience. If anyone wants to test it and give feedback, that'd be great, since it uses new features added to the misc_sound entity.
I set the copyright for the file to Axis REC. Is that how you want to be referenced?
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Revision 31598 added your night ambient to the +forest and +tropic RMAs. I thought the bird sounds were appropriate. Thanks!
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Hey Axis, in revision 31507 I added your city_abnd_ufoai_atm.ogg to the +city RMA for ambience. If anyone wants to test it and give feedback, that'd be great, since it uses new features added to the misc_sound entity.
Feedback: The ambience is nice, but a little too powerful IMO. The birds singing away ought to be just in the background. It sounds as if they are quarrelling to be heard above the strong gusting wind.. my 2-pennyworth! :D ;)
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Thanks, Gren. I can't do anything about the mix between birds/wind, but I can turn the whole thing down a bit. Right now it's on volume 0.1, which is pretty low, but I'll try some lower levels and see how that works. Out of curiousity, was this +forest or +tropic you were playing?
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No Worries H-Hour. It just seemed a little overcooked and in places clashing with some of the quieter music tracks. It was in the +forest maps I noticed it most.. I wonder if AXIS Rec might consider a remix to bring down the wind levels a little?
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What do you need exactly?
I can tweak the mix a little if you need something quiter.
Just tell me and I'll get to it next Weekend.
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Hey Axis, thanks for that. I guess it was in your night track, ufo_night_atm. Perhaps less wind in comparison to the birds. Don't bring it down too much because I'm going to bring the overall volume of the ambient noise down in the map. But a little less would be great.
If you're up for making other variations, do you think you could make one that is just a very light breeze, without too much variation (30 seconds or less would be fine as long as it's looping)? I would use this for desert/arctic areas that are desolate.
Thanks!
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What do you need exactly?
Just as suggested.. bring the wind volume down a little and perhaps thin the birdsong so that it's not a full-blown dawn chorus that goes on and on. I suspect that the overall volume adjustment that H-Hour will make is going to go a long way to help.
At the moment, I hit the speaker off-button when these maps appear in a mission. :o ::)
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No Problemo!
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hmmm ambient is a very generic term!
I've recorded a couple of sounds for you people:
http://opengameart.org/content/moderate-rain-on-a-tin-roof-loop (http://opengameart.org/content/moderate-rain-on-a-tin-roof-loop) - rain on a tin roof... not sure if you need rain sounds I haven't been able to play the game yet so I don't know if you're implementing weather features into the game.
http://opengameart.org/content/static-noise-similar-to-an-untuned-tv-also-known-as-white-noise (http://opengameart.org/content/static-noise-similar-to-an-untuned-tv-also-known-as-white-noise) I think I read somewhere you need the sound of an untuned TV??? I generated three sound files and zipped them... it's white, pink and brown noise. They're computer generated, not from an actual TV, but it wouldn't be hard to get some more if that's really what you need.
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Your sounds are ok but your sound editing techniques are bad. For example your rain sound is overpowerd and the stereo effect sounds unnatural. You should add some equilizer effects to it and get a much better stereo effect by adding two or three pitch tracks of the same sound and different room effects (but keep the first track as the original mono file).
I've taken the liberty to edit your rain sound with my technique to show you how it will sound:
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Attenuation and Volume for misc_sound entities are working perfectly now. :)
We can create really cool soundscapes on the maps now, but we need many more of the ambience samples.
Also some of those we have do not loop well, so this has to be corrected or the samples are more or less useless...
So if you see a object in-game that could need some sound attached to it, contribute the sound & I will integrate it in-game...
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HELL YEAH! Finally! Check out some of the water amb sounds and place the ent on shores and riverets. :)
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Are there any other ambient 'natural' sounds needed? I'm often out on camping trips, so I can quite easily record any necessary tracks, then give a shot at editing them. If there aren't any, I could try going for other sounds as well.
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Amb sounds of any kind are still badly needed - but - if its a looping background amb sound (like this one (http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=blob;f=base/sound/ambience/city_abnd_ufoai_atm.ogg)) it have to be in stereo.
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Just to know, has it been already discussed of putting pressure to a higher level when attacked base mission by introducing an oppressive alarm sound (and why not, some red blinking light)?
I thought about that because defending the base when all is so quiet all around (as it often occures) is just not credible. Of course putting some switch button somewhere in the map to turn the noise off could be cool too, moreover if it gives a reason to reach this switch point, sort of minimal objective :)
Ok it's not the place here, but leaving scientists and the staff occupying the base and risking their life at base attack would bring more sensation , but not the subject here as I said.
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HI
im interested to give some, but you HAVE to be more specific on what you want.
you loose contribution points by not being more specific. give a list, or a general landscapes.
alternatly say what ambient sounds you already have, that way it would be obvious what more is needed
it would be good if you would help me/us help the developement