Lion.Kanzen Posted February 19, 2018 Author Report Share Posted February 19, 2018 For the GUI is good, but something less metallic, but is interesting sound to test later. is similar to Rome TW attack GUI confirmation, and similar to Hover 950 style(futuristic game) You remember caesar sound place or erase , something similar but having a negative sound. is prefer wood made sound(edited like this) Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 19, 2018 Author Report Share Posted February 19, 2018 (edited) 4 hours ago, stanislas69 said: I need to ask are these sounds completely made from scratch or are they based on something else like other sounds movies recordings from someone else etc Sounds good so far. Foley -------------------------- @nilsThe sling are good but the first are quickly compared to the animation. Edited February 19, 2018 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 19, 2018 Author Report Share Posted February 19, 2018 (edited) Is composite sound.,a sound mine like that with(mixed) player message notification(anoter task), I need discuss these first. I like AoM message alert. Spoiler For battle can be nice all individual sounds like this.specially metallic and flesh. and trumpets we haven't enough. Edited February 19, 2018 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
nils Posted February 19, 2018 Report Share Posted February 19, 2018 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? Quote Link to comment Share on other sites More sharing options...
nils Posted February 19, 2018 Report Share Posted February 19, 2018 here are some "ram" sounds, or just general destruction effects ram01.wav ram02.wav ram03.wav Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 19, 2018 Author Report Share Posted February 19, 2018 @stanislas69 @Alexandermb may be a gif from our slingers? -------- Here is our art leader. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 20, 2018 Author Report Share Posted February 20, 2018 (edited) Empire earth have great Sound FX. better than their visuals. GUI interface... civilian working, siege engines.... others only if we haven't. Edited February 20, 2018 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 20, 2018 Author Report Share Posted February 20, 2018 32 minutes ago, nils said: here are some "ram" sounds, or just general destruction effects ram01.wav ram02.wav ram03.wav To the siege needs the log impact sounds, may be sound of chains. and the wheels(alternate). the head of log is metallic or pure wood. Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted February 20, 2018 Report Share Posted February 20, 2018 @nils You can watch the animations in the Map Editor no need to learn blender the animations are actually defined in separate XML files. Enjoy the Choice 1 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 20, 2018 Author Report Share Posted February 20, 2018 14 minutes ago, Loki1950 said: @nils You can watch the animations in the Map Editor no need to learn blender the animations are actually defined in separate XML files. Enjoy the Choice its true Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted February 20, 2018 Report Share Posted February 20, 2018 7 hours ago, Lion.Kanzen said: @stanislas69 @Alexandermb may be a gif from our slingers? if its still needed i could import the slinger animations with props and textures if he has blender, so it would be more easy to see the exactly seconds, and pause the animation too. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 20, 2018 Report Share Posted February 20, 2018 At some point testing it in game would be better. In the end that's the goal 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted February 21, 2018 Report Share Posted February 21, 2018 I like the buzz of the stones in flight, one of my favorite things about slinging getting those in game would be wicked 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 Let me know if you want to play around with the sounds here @nils 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 21, 2018 Author Report Share Posted February 21, 2018 27 minutes ago, LordGood said: I like the buzz of the stones in flight, one of my favorite things about slinging getting those in game would be wicked 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 Let me know if you want to play around with the sounds here @nils The priority must be low, the impact of those are important but not the loading sound. Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 21, 2018 Report Share Posted February 21, 2018 @LordGood Btw is there anything stalling you from committing the sounds you made some time ago ? Quote Link to comment Share on other sites More sharing options...
LordGood Posted February 21, 2018 Report Share Posted February 21, 2018 no real community consensus on them, and I'm not particularly happy with them myself. I'm not sure better than nothing is good enough of an excuse 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 21, 2018 Report Share Posted February 21, 2018 Fair enough. Quote Link to comment Share on other sites More sharing options...
nils Posted February 21, 2018 Report Share Posted February 21, 2018 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? 1 Quote Link to comment Share on other sites More sharing options...
nils Posted February 21, 2018 Report Share Posted February 21, 2018 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. Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 22, 2018 Report Share Posted February 22, 2018 2 hours ago, nils said: 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. The sound system is not well documented, so I can't say for sure. That's definitely an area I will improve, so people like you can express their talent without limitation Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 22, 2018 Author Report Share Posted February 22, 2018 1 hour ago, stanislas69 said: The sound system is not well documented, so I can't say for sure. That's definitely an area I will improve, so people like you can express their talent without limitation I give there an idea what he mean with db. Quote The decibel (symbol: dB) is a logarithmic unit used to express the ratio of one value of a physical property to another, and may be used to express a change in value (e.g., +1 dB or -1 dB) or an absolute value. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 22, 2018 Author Report Share Posted February 22, 2018 @elexis you know about these details? at last you mentioned this about mono and stereo, but you have a clue about db. I saw is easily to mod with actual game sound system. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 22, 2018 Author Report Share Posted February 22, 2018 4 hours ago, nils said: 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? in some cases can be separated but im not sure how many sounds can be supported by the engine. better focus in melee combat specially swords. easy to record and is the principal problem. Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 22, 2018 Report Share Posted February 22, 2018 I know how sound works what I do not know though is how many features we support Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 22, 2018 Author Report Share Posted February 22, 2018 1 hour ago, stanislas69 said: I know how sound works what I do not know though is how many features we support There are a post with last audio programmer discussion. Quote Link to comment Share on other sites More sharing options...
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