Sound effects - ideas |
-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
|
|
Sulan and sound share three words while music and sulan only share two...
I think some new sound effects can really add a new flavor to the mod.
So what kind of sound effects do we want? I have come up with these:
*Open and close sounds of chests, doors etc.
*Various foley sounds like dropping items on the floor, flipping papers in books, drinking potion, eating stuff.
*Steps - I plan on recording a whole bunch of snow walking sounds,
since there is only one sound in the game as far as I know. And the
escimoes (sp?) have 21 words for different kinds of snow. But there
has?nt been any snow here yet which is quite disturbing :/
*Weapon clang sounds - I have a lot of metal stuff in the foley box, so a bunch of clangy sounds I might do.
More ideas?
btw. I?m thinking about making new magic sounds for the game and
release as a seperate little mod, since the vanilla ones are so boring
and typical I think "swish, swoosh, waching..." making them more subtle
and mysterious.. What?d you like to hear? Maybe I?ll do different sets
to choose from...
|
|
14.12.2006 19:40 |
|
|
|
RE: Sound effects - ideas |
|
quote: |
Originally posted by -Sulan-
Sulan and sound share three words while music and sulan only share two...
I think some new sound effects can really add a new flavor to the mod.
So what kind of sound effects do we want? I have come up with these:
*Open and close sounds of chests, doors etc.
*Various foley sounds like dropping items on the floor, flipping papers in books, drinking potion, eating stuff.
*Steps - I plan on recording a whole bunch of snow walking sounds,
since there is only one sound in the game as far as I know. And the
escimoes (sp?) have 21 words for different kinds of snow. But there
has?nt been any snow here yet which is quite disturbing :/
*Weapon clang sounds - I have a lot of metal stuff in the foley box, so a bunch of clangy sounds I might do.
More ideas?
btw. I?m thinking about making new magic sounds for the game and
release as a seperate little mod, since the vanilla ones are so boring
and typical I think "swish, swoosh, waching..." making them more subtle
and mysterious.. What?d you like to hear? Maybe I?ll do different sets
to choose from... |
I would like some river sound effects (like the "rushing"), that'd be cool
|
|
14.12.2006 20:07 |
|
|
mirrored
Baron
Registration Date: 08.10.2006
Posts: 419
|
|
Would that be possible if you describe what did you do to make special fx for magick?
|
|
14.12.2006 22:30 |
|
|
-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
|
|
quote: |
Originally posted by mirrored
Would that be possible if you describe what did you do to make special fx for magick?
|
Oh I did?nt make them yet, I?m just thinking I might...
|
|
15.12.2006 01:08 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
I'm not sure how many of those ideas can be implemented, OB is very limited when it comes to modding sound related stuff.
I like the ideas however and will add one of my own.
How about an atmosphere sound effect for taverns that will make them
sound crowded? A background noise made up of the mixed voices of the
tavern patrons. Every once in a while you will be able to pick up a
word or two from the otherwise unrecognizable mess of chatting Nords.
The only problem is that it might look weird without the NPC moving
their mouths.
|
|
15.12.2006 01:23 |
|
|
cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
|
|
I'd like to hear more nature sounds.
Like if you're out in the woods, what do you hear? You should be able
to hear lots of stuff. The wind, birds, wolves howling, other animals
if they make noises.... , sounds caused by animals like sticks/branches
breaking/snapping, leaves rustling.
Also if there's a large town with quite a few NPCs outside, hearing
kind of like there's a crowd outside, like Psychotic mentioned for the
tavern, just outdoors. If there's markets outside, then you can faintly
hear someone trying to sell something every now and then. If there's
livestock or other animals, you can hear them.
__________________ .Make Art Not War.
|
|
15.12.2006 02:00 |
|
|
|
quote: |
Originally posted by -Sulan-
The tavern stuff I think could be done nicely with a low mumble, murmur
like where you?d never (or very rarely) hear any complete words. I
saw/heard it in a game don?t remember which, and even when there were
only few people in the tavern the murmur did?nt seam unatural. But that
was a while ago so my memory might be unclear, and my expectations on
games different...
But I think it would be cool to try out, and maybe restrict to only some taverns that are busy enough maybe...
Nature sounds I agree would be awesome, it?s very possible I?ll be
getting some during spring. It?s a hustle to do field recording though
so if we could find the pieces and mold the sound in a sequencer would
be preferable...
It?d really help to set our own mood in the mod I think!!
Good ideas everyone!!
And thank you!! |
Maybe just geeral background tavern noise, like the clunking of mugs, etc
|
|
15.12.2006 09:58 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
The tavern sound could possibly be scripted to only play when a tavern has a certain amount of NPCs present in it.
I recall that "Pirates of The Caribbean: Curse of The Black Pearl" (the
game) had tavern noises like the one I described, though separate words
could be picked up from time to time.
|
|
15.12.2006 14:10 |
|
|
Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
|
|
Thats certainly doable, its possible to attach some script to a a sound
that will disable/enable itself depending on the amount of people. It
wont be a very easy script, but certainly doable.
__________________ ou av andanyammis
|
|
15.12.2006 14:42 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
quote: |
Originally posted by Siesta Guru
Thats certainly doable, its possible to attach some script to a a sound
that will disable/enable itself depending on the amount of people. It
wont be a very easy script, but certainly doable. |
Atmosphere sounds can be placed in the CS in the form of invisible
objects so they would be easy to enable/disable... I guess the hard
part would be checking the number of NPCs in a tavern.
|
|
15.12.2006 14:46 |
|
|
Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 1,918
Location: Croatia the Nether-Bringer
|
|
Has anyone thought about the CPU strain on weaker comps?
__________________ The Forgotten Ones have returned.
|
|
15.12.2006 15:46 |
|
|
Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
|
|
Oh yes it would if it ran every frame
There a few things that cause more cpu lag then npc detection scripts. only taverns or else it aint doable.
Id betetr let it run every 5 seconds or something like that.
__________________ ou av andanyammis
|
|
15.12.2006 16:33 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
quote: |
Originally posted by Siesta Guru
Id betetr let it run every 5 seconds or something like that. |
That's what I was thinking... maybe even less often as the most
important check is done when the player enters the tavern. NPCs don't
usually move around too much so a check every 5 seconds might be a bit
too often... maybe every 10-15 seconds.
|
|
15.12.2006 21:23 |
|
|
Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
|
|
Ah well ill figure out what the best solution is, if there was only a leave tavern blocktype
__________________ ou av andanyammis
|
|
15.12.2006 22:17 |
|
|
-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
|
|
Cool! Tavern sounds is on the list!!
I have a bunch of "crowded area" sounds that we?ve made for film sound
design projects. They could serve as a substitute if someones eager to
try it out...
But I?ll get going on a tavern ambience when I get the time!
|
|
15.12.2006 22:31 |
|
|
|
Could you make a background workshop sort of sound, like using a saw,
prehaps some hammering. It also has to sound like it is comming from
through a wall (not that the saw is comming through the wall, but the
sounds are on the other side of a wall).
It's for Solstheim
|
|
15.12.2006 22:34 |
|
|
-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
|
|
quote: |
Originally posted by The Old Ye Bard
Could you make a background workshop sort of sound, like using a saw,
prehaps some hammering. It also has to sound like it is comming from
through a wall (not that the saw is comming through the wall, but the
sounds are on the other side of a wall).
It's for Solstheim
|
I?ll look into my sound files and see, if I have a sawing sound it?ll
be no problem. No promises but I?ll definetly look into it!
|
|
15.12.2006 22:41 |
|
|
|
quote: |
Originally posted by -Sulan-
quote: |
Originally posted by The Old Ye Bard
Could you make a background workshop sort of sound, like using a saw,
prehaps some hammering. It also has to sound like it is comming from
through a wall (not that the saw is comming through the wall, but the
sounds are on the other side of a wall).
It's for Solstheim
|
I?ll look into my sound files and see, if I have a sawing sound it?ll
be no problem. No promises but I?ll definetly look into it!
|
Thnx
|
|
15.12.2006 22:54 |
|
|
|