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nils

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Posts posted by nils

  1. 4 hours ago, LordGood said:

    also @stanislas69 is right, these need extensive testing in many different scenarios to make sure these sounds dont become overpowering, especially with stacking reverb. That was one of the major problems I had making sounds for PA@nils

    yeah, totally get that!  im generally uploading these at about -5db to -7db.  im assuming the engine can spatialize them (stereo field and volume), and there is headroom in case anyone finds that they need to be normalized, EQed or otherwise processed.

  2. Oh, thanks for the tip - I didn't realize I could view animations in the Atlas editor.  I will rework those slinger sounds a bit.  

    how does sound variation work?  should i be making a few variations for each?  should i keep the sounds separated so they can be individually linked to the animation and pitch/tempo shifted by the engine?  or does the engine just look for one single sound per unit?  for example, with the slinger - should i mix it down to one sound that generally fits the "ranged attack" animation played at normal tempo, or keep each part of the effect as a separate file that gets triggered as the animation unfolds?  

    im not sure i personally have the time to set all those trigger points, but i can at least be looking at the animation in the editor and getting the timing closer.  i just want to contribute sounds that are useful!  if i upload stuff here, is there someone that will implement it in game down the road?

    one more quick question.  does the game utilize looping sounds?  im looking at doing some sounds for horse drawn vehicles, battle walla and general ambiences, but was curious if they needed to be a certain length/loop/fade?

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  3. 18 hours ago, Lion.Kanzen said:

     

    @nilsThe sling are good but the first are quickly compared to the animation.

     

    ok, i can redo them to match animation timing if you can point me to the correct folder/animation?  i've never used blender either, is that how i would view the animations?

  4. 7 minutes ago, stanislas69 said:

    Great. If you use CC sounds who requires attribution you'll have to put their names here as well :)

    Have you downloaded the development version yet ?

    i have not, i wasn't familiar with that.  is there a better place i should be dumping sounds?  i have very limited time, but was just hoping to contribute in a small way if possible.

  5. Position: sound

    Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes

    Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike licenseYes

    Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes

    NameNils

    Email: nils (dot) audio (at) musician (dot) organ (remove "an" from organ)

    Availability: sporadic

    Skills and Experience: sound design, editing, mixing, spatialization, etc.  approximately 25 years.

    Motivation: experimentation

    Personality: hikikomori

    Short Essay: saw 0ad on a youtube video of upcoming titles and thought it looked fantastic.  just want to contribute to something great!

    Interests and Hobbies: history, music, audio

    Favorite Game: Impressions Games

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