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OmriLahav

0 A.D. Department Leader
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OmriLahav last won the day on October 6 2018

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About OmriLahav

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  • First Name
    Omri
  • Last Name
    Lahav
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    OmriLahav1

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    http://OmriLahav.com
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    OmriLahav1

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    Los Angeles, CA

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  1. I see, please feel free to send me a list if you'd like my help on any of the musical sounds! Meanwhile, I'm just about finished for the day but I've spent a few minutes putting together a little sample sound - this is the direction I was thinking about for the create-priest sound. I can make similar sounds for the other events as well - let me know what you think. Thanks, Priest Create sample 1.mp3
  2. Thanks for catching this, the cue in question is actually from Jeff Willet, so I'll be sure to keep him posted. So far I haven't been able to locate it, but most videos of this show are blocked in Israel. Thanks!
  3. Hey everyone, Sorry I've been absent - I've had a chance now to listen to the sounds on this thread, and while some of them are going in a good direction, some sound a bit off to me. Personally, I'm not a fan of the overly-processed voice, I think it might stand out in a game like 0 A.D., as we've tried to keep the audio processing to an absolute minimum. I feel things like create-priest, create-hero and hero-die should be cleaner and less processed. I might be able to take a crack at those tomorrow - as well as a musical fanfare for the victory screen. If there are any that I missed, please feel free to email me, omrilahavmusic@gmail.com Thanks, O
  4. I've got a few tracks almost ready, and several submissions from other composers to sort through! I'm moving right now, which is extremely consuming in L.A.... but I expect to be back into it in a couple of weeks. Will keep you all posted soon
  5. Hey, it looks good to me! Well done, @Samulis!! One thing that comes to mind - in some cases (strong vs. soft waves) the "intensity" variable is fairly obvious. However with the person walking example, it could be interpreted as number of people walking, hard or soft sounding terrain, walking / running etc... so not always straightforward. I think it'll be fine so long as the "name" variable is specific about some things - i.e. "person_walking_dirt" vs "person_running_sand" or "people_walking_swamp". O
  6. @Sundiata thank you for this useful resource I was pleasantly surprised to find out these tracks are fairly similar to the tracks I drafted for the Kushites! I'll aim to upload them for the team to review next week. Also, I'm working with another composer to add more music to the game, and I think he owns some of these African instruments, it will be interesting to explore some of these sounds with him. Updates coming soon! Thanks again,
  7. @24 Beats, thank you for making a sample for 0 A.D.! As a rule, our soundtrack uses absolutely no electronic sounds. We strive to use authentic, organic sounding instruments, so the style of this track doesn't really fit into the soundtrack. If you can adapt it to fit with the rest of the soundtrack, that'd be great. Please take a listen on our official bandcamp, and be in touch with me if you have any questions. Also, please read the Music Contribution Guidelines post! Thanks again, Omri
  8. @Samulis has been in touch with me, I pointed him here earlier today! I'm currently working with him to process some music contributions to the game, and I'm sure he'll do great work as our new Sound Lead! I'll be around to offer feedback on all audio assets as needed, and please feel free to reach out to me with any concerns or questions
  9. Hill of Sorrows is an old track of mine. Jeff Willet laid his percussion magic on it and it was added to Terra Magna, not the main game... But it is indeed one of mine @Free I got your message and sent a reply, please feel free to keep in touch and send me any tracks you think are a good fit for 0 A.D. Thanks!
  10. Hey team, I realize it's been quite a while (!) but I wanted to post an update regardless. As was often the sad case with 0 A.D. music, I've got 3 drafts almost ready but I can't seem to find the time to finish them properly! I am currently wrestling with 7 film projects but will raise my head soon, and post some rough mixes of my ideas for the Kushites. Thanks for your patience, Omri
  11. Another quick update - I have some sketches ready! Will be posting them very soon. Thanks for the patience Omri
  12. Just a quick update - my schedule is a little crazy at the moment, but I will try to make something happen in time for the next alpha, so the Kushites can have at least one track! Omri
  13. Here are a few sound effects I quickly created with my horn sample. I tried a few different directions. War horn - a simple gesture, layer 1 is 1 solo horn (for animal attack?), layer 2 is 2 horns (for civilian attack?), layer 3 is 6 horns (for full engagement?) Charging horn - a stylized flurry, layer 1 is a single note, layer 2 is a simple chord, layer 3 is a dissonant chord Chaos horn - this is a cluster of 6 notes, not sure if it'll be useful but I made one just in case Let me know what you think! 0 A.D. - War Horn - Layer 3.wav 0 A.D. - War Horn - Layer 2.wav 0 A.D. - War Horn - Layer 1.wav 0 A.D. - Charging Horn - Layer 3.wav 0 A.D. - Charging Horn - Layer 2.wav 0 A.D. - Charging Horn - Layer 1.wav 0 A.D. - Chaos Horn.wav
  14. I've got some great war horn sounds, I'll be happy to make a few variations of an attack sound. Will post a few options to this forum, in the style of the AoE reference. I'll make a few levels of intensity, and they can be assigned to different events (i.e. enemy unit entering your territory, soldiers engaged in combat, civilians attacked etc). Omri
  15. Sounds very good!! Personally, for bows fired out in the open world, I'd leave the reverb off, but the sound itself is very good. Well done!
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