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-Sulan-
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Sound effects - ideas Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

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 -Sulan- is offline Send an Email to -Sulan- Search for Posts by -Sulan- Add -Sulan- to your Buddy List
The Old Ye Bard
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Registration Date: 25.05.2006
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RE: Sound effects - ideas Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

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 Cool
14.12.2006 20:07 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Arbiter
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Howling wind I suppose. :D

Flipping pages would also be very cool, since it's something I really miss in OB.

Attachment:
7zHowling.rar


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This post has been edited 2 time(s), it was last edited by Arbiter: 14.12.2006 22:09.

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mirrored
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Would that be possible if you describe what did you do to make special fx for magick? Wink
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-Sulan-
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quote:
Originally posted by mirrored
Would that be possible if you describe what did you do to make special fx for magick? Wink


Oh I did?nt make them yet, I?m just thinking I might... =)
15.12.2006 01:08 -Sulan- is offline Send an Email to -Sulan- Search for Posts by -Sulan- Add -Sulan- to your Buddy List
Psychotic
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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 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
cow1787
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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.

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Richard
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quote:
Originally posted by Psychotic
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.


I'd be more concerned about how it'd look with the tavern empty =/
I suppose it could be used in only certain taverns though

Distant wolves and howling winds though would be pretty vital.

This post has been edited 1 time(s), it was last edited by Richard: 15.12.2006 09:00.

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-Sulan-
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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!! Good job! And thank you!!

This post has been edited 1 time(s), it was last edited by -Sulan-: 15.12.2006 09:56.

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The Old Ye Bard
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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!! Good job! And thank you!!


Maybe just geeral background tavern noise, like the clunking of mugs, etc
15.12.2006 09:58 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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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 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
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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.

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Psychotic
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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.
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I know how to do it, so no worries.

Edit: thats what makes it not very easy

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 15.12.2006 15:44.

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Has anyone thought about the CPU strain on weaker comps?

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Psychotic
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quote:
Originally posted by Arbiter
Has anyone thought about the CPU strain on weaker comps?

I don't think it will be much of a problem. The script will only run in interiors and the interiors themselves do not put a big strain on the CPU. I don't think that the script will cause a big hit on the frame rate either.

This post has been edited 1 time(s), it was last edited by Psychotic: 15.12.2006 15:53.

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Oh yes it would if it ran every frame Tongue 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.

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15.12.2006 16:33 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
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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.
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Ah well ill figure out what the best solution is, if there was only a leave tavern blocktype Tongue

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-Sulan-
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Cool! Tavern sounds is on the list!! Yes
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! =)
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The Old Ye Bard
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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 Wink
15.12.2006 22:34 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
-Sulan-
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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 Wink


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! :)
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The Old Ye Bard
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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 Wink


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 Good job!
15.12.2006 22:54 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
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