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OmriLahav

0 A.D. Department Leader
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Posts posted by OmriLahav

  1. Hey everybody, happy to report a LOT of new 0 A.D. music coming!
    I'm working on a bunch of tracks, and @Samulis contributed a lot of excellent ones as well!

    I've noted the request for more battle music, will see what I can come up with!
    Though to the best of my knowledge there are two combat tracks from Jeff Willet, Elusive Predator and First Sighting - is there only one on the game playlist? Might be worth checking.

    Thanks,
    Omri

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    • Thanks 2
  2. 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

    • Like 1
  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

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    • Thanks 1
  4. 17 hours ago, stanislas69 said:


    @OmriLahav What is your opinion on said naming conventions ? Would you like to change some things ? In the end this should be written in a design document (Maybe @Itms's)or some wiki page called SoundNamingConventions.

    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

  5. @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,

    • Like 4
  6. @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

    • Like 3
  7. 1 minute ago, stanislas69 said:

    If you haven't already I'd suggest you get in contact with @OmriLahav as well as he will be the one to review your contributions too. We can provide general advice and commit your sounds too, but I like to have his precious feedback beforehand.

    @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 :)

    • Thanks 1
  8. 7 hours ago, coworotel said:

    The ogg file I have here for the opening of Terra Magna is named "Omri Lahav - Hill of Sorrows.ogg"

    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!

    • Like 2
  9. 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

    • Like 6
    • Thanks 4
  10. 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

    • Like 3
  11. 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

    • Like 3
  12. Hi guys,

    I'm sorry, I was never really up to speed with the Sound Design of the game - so I'm not sure how these relate to the overall language.

    What I can do is provide feedback on these particular effects :)
    The human voice is the most ancient, instantly-recognizable, versatile musical instrument we have!
    I think it's super weird (especially in a history-based game) to use any kind of digital processing on it. The pitch shifter etc... it's just immediately obvious that this is synthetic, and not real.
    While I understand the effect you were going for (like a big choir of male monks?), I don't think this is the way to achieve it.

    What I normally do to "fake" a choir is gather 2-3 singers, have each one sing their part about 8 times, mix those channels up and spread them around - and then mix in some choir samples to beef it up.

    Bottom line - I think the processed voice will stick out and be a little foreign to the natural, historic feel of the game.

    Of course this is only my personal opinion, but I'd recommend trying a more convincing, not-processed way to create this effect!

    Omri

    • Like 1
  13. @Sundiata, thank you for the extensive research and wonderful references!

    At the moment, I am dealing with three film soundtracks, but I will be able to create a new track or two during February.
    I will listen to all the references to pick out the common elements and try to make something that sounds authentic, and also works within our game-world.

    Please keep an eye out on the Score Notes and Links thread, I post new tracks there.

    Omri

    • Like 3
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