I recently noticed how quiet the whole game is, so I decided to add some more sound effects. Currently, all changes are in my repository but thus also free for everybody to check out.
I added some creaking, cranking, rumbling and so on to whatever object I deemed fit. Right now I got:
- Creaking (wood, metal) for Wind Generator, Wind Mill
- Chem Lab producing (bubbling)
- Steam engine working (*chuff, chuff*)
- Lorry: rustling when turning wheels and bumps when hitting ground with fast speed
- A very squeaky pumpjack sound for the pump
All of these are meant to be subtle i.e. are very quiet and can (or should) if necessary get more subtle by using the iCustomFallOffDistance parameter of Sound().
This thread shall serve two purposes:
1. Getting opinions on the effects already added by me
2. Getting ideas for additional sound effect you think are missing in the game.
I am also not satisfied with the loudness of the elevator sounds as well as with the sawmill (what has been mentioned in the forum once). I plan do replace the sawmill sound and turn down the volume of the elevator sound.
I added some creaking, cranking, rumbling and so on to whatever object I deemed fit. Right now I got:
- Creaking (wood, metal) for Wind Generator, Wind Mill
- Chem Lab producing (bubbling)
- Steam engine working (*chuff, chuff*)
- Lorry: rustling when turning wheels and bumps when hitting ground with fast speed
- A very squeaky pumpjack sound for the pump
All of these are meant to be subtle i.e. are very quiet and can (or should) if necessary get more subtle by using the iCustomFallOffDistance parameter of Sound().
This thread shall serve two purposes:
1. Getting opinions on the effects already added by me
2. Getting ideas for additional sound effect you think are missing in the game.
I am also not satisfied with the loudness of the elevator sounds as well as with the sawmill (what has been mentioned in the forum once). I plan do replace the sawmill sound and turn down the volume of the elevator sound.
I recently made Pshshsh1 and Pshshshsh2 from http://www.freesound.org/people/qubodup/sounds/194635/, but I haven't gotten to adding them (They're missing for lava/water-interactions.) If you want to integrate them, feel free to.
If you put it in the main repos, you'll get much more feedback from all those who download the snapshots.
Sure, I can do that. I wasn't so sure about simply pushing new features that may not be liked without getting some positive comments first.
Very cool, just tested them ingame and they are quite good (the pumpjack might be a bit to squeaky, though). It really adds atmosphere!
Maybe you should squash some commits together, where you introduce a sound and then one commit later use it (those could be together).
Otherwise please continue with adding sounds!
Maybe you should squash some commits together, where you introduce a sound and then one commit later use it (those could be together).
Otherwise please continue with adding sounds!
Ah :) yeah, squashing will be done! As for the pumpjack, I'll go and pitch it down.
Your sounds sound good.
A selection sound for the moment when you get the control of the Clonks back is missing. For example when the intro of "Crash landing" ends or after scripted scenes in adventures (not dialoges where you can move and control the Clonk). It was often used in the Western and Fantasy adventures I think.
>2. Getting ideas for additional sound effect you think are missing in the game.
A selection sound for the moment when you get the control of the Clonks back is missing. For example when the intro of "Crash landing" ends or after scripted scenes in adventures (not dialoges where you can move and control the Clonk). It was often used in the Western and Fantasy adventures I think.
What just came to my mind:
I thought about having menu opening sounds for the buildings like what is probably known from strategy games when clicking on your buildings (hammer smashing in the forge / crowd talking in the market place). I keep asking myself if OC is a game for that.
I thought about having menu opening sounds for the buildings like what is probably known from strategy games when clicking on your buildings (hammer smashing in the forge / crowd talking in the market place). I keep asking myself if OC is a game for that.
I never really liked those long "activity"-sounds when clicking on a building. I don't think they add much to the game and quickly become annoying when you click around menus often. Another con: Every player-created building would have to have such a sound which is unique to not break the expectations of the player ("When I successfully open a building menu, I hear the unique activity sound of that building."). So in my opinion, what's more important is that Hud Interactions (menus, buttons confirmation clicks etc) have a simple, consistent acoustic feedback ("Ding", "Click", "Swoosh"...) which does not get annoying when heard often.
> what's more important is that Hud Interactions (menus, buttons confirmation clicks etc) have a simple, consistent acoustic feedback ("Ding", "Click", "Swoosh"...) which does not get annoying when heard often.
Right, some feedback would truly be nice. Somehow, the production menus work with a slight delay, so I'm not always sure whether my click came through.
Stuff has now been pushed to origin/master. I haven't found a nice confirm sound for menus yet. The click (Click.wav/.ogg) we have for the main menu isn't appropriate imho. Too...aggressive?
By the way, why do we still have some .wav files? Weren't these supposed to be replaced by .ogg?
By the way, why do we still have some .wav files? Weren't these supposed to be replaced by .ogg?
We do? I thought I converted them all. Perhaps in the meantime new sounds have been added... or, I misremember and the only thing I did was to change single-point soundeffects to mono.
Quite a few, pretty old ones, too. So I guess you did the monorising!
/e
But I guess that's a "We don't want .wav anymore!"
/e
But I guess that's a "We don't want .wav anymore!"
Especially for the big sounds, converting them to ogg will save quite a bit. Just tested it for Splash1.wav (353KB, zipped 266KB). OGG quality 5 converts to 33KB.
Altogether, we could save up to 3MB in installer size currently.
Altogether, we could save up to 3MB in installer size currently.
Is 5 the quality we're heading for? Anyone having expertise on quality vs. size in ogg?
I don't know, q5 was the default in foobar. q3 seems to be the
oggenc
default (if -q is not specified).
It's just that for the sounds I introduced into the game, I always used the Audacity Standard that's 9 or so. But I don't have any insight in how big the loss of quality might be.
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