
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.


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!

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.

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.


> 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.

By the way, why do we still have some .wav files? Weren't these supposed to be replaced by .ogg?


/e
But I guess that's a "We don't want .wav anymore!"

Altogether, we could save up to 3MB in installer size currently.


oggenc
default (if -q is not specified).

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