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Some SFX

Posted: Mon Jul 05, 2004 2:04 am
by guiguibaah
Here's a zip file of some sound effects. They vary from the very cheezy (me hitting a knife to a glass) to some interesting ones (thanks to DoruMalia for base samples)

Zip file of OGG's

Posted: Mon Jul 05, 2004 3:51 am
by vishnou00
drek wrote:I changed the pitch of each sound effect slighly (and randomly) each time it was played.

I found the variation a pleasing effect.
If a sound has no specific tone (explosion sound, fire sound, file cabinet slams sound) it won't create dissonance.

If there is no harmonic context, a single tone is very unlikely to create a dissonance (it would have to create a clashing interval).

There may be discordance occuring if the sound effects form a melody (by their organisation in time), but this isn't something that occur often or is predictable enough to justify special attention when designing the sounds.

A dissonance occur when a clashing or unresolved musical interval or chord happen. If you select pitch at random, it will most certainly occur. The result, while not being fatal to an audio experience, is still able to break a mood and spoil a musical piece. The composer have to be aware that his music will be interrupted, and by what.

discordance

dissonance

Here is what could random pitch could cause:
Detune

(copy and paste the url in the address bar if you want to download the samples)

Posted: Mon Jul 05, 2004 7:21 am
by drek
I meant for sound effects obviously. Button clicks, explosions, clangs, lasers etc.

Posted: Mon Jul 05, 2004 2:53 pm
by StratCaster
Actually now that I think about it, a click/beep (of a certain pitch) probably would not be a good idea in the main game... I assume 'Artificial Intelligence' was written as ambient music for the actual game, not a game menu.

The reason I think that now, as I played "Artificial Int." I was looking around for a good note...I found some, but its probably something you would not want to hear all game....even if it was a root,3rd or 5th.

I just think it would get tiresome, and after playing the game for 3 hours you'd go to bed and all you'd hear is that high pitch G...no!! let me sleep!! no!! argh!!

I think the in-game clicks should be as subtle as possible...

However, the clicks in the game/option menus could have cool effects like the high pitch click of StarCraft's game menu (as well as most game's menu systems).

I could envision setting up a new game... as you pick galaxy size, race etc... the buttons would make computerish bleeps... maybe? I'm just thinking out loud...

List of Sound Effect Actuators

Posted: Wed Sep 08, 2004 9:59 pm
by guiguibaah
Playing Free Orion, I have come up with a list of Sound Effect Actuators.

I will update this list accordingly as needs arise and as more suggestions come up.

;Galaxy creation menu open
galaxy button click
small galaxy selection
medium galaxy selection
large galaxy selection
huge galaxy selection

spiral galaxy selection
ring galaxy selection
cluster galaxy selection
2 arm galaxy selection
3 arm galaxy selection
clutter galaxy selection


;main
minimizing Window
maximizing Window
close window

planet SideBar Open
planet Sidebar Close
sitrep button click
menu button click
turn button click


;Fleet
mouseover fleet (galaxy)
select fleet (galaxy)

select (Fleet window)
unselect (Fleet Window)


;planet sidebar
primary balanced select
primary farming select
primary mining select
primary industry select
primary research select

secondary balanced select
secondary farming select
secondary mining select
secondary industry select
secondary research select

colonize click
open planet buildmenu
planet select

- - - -
Should there also be voiceovers, such as in SMAC?[/b]

Voice overs

Posted: Sat Sep 18, 2004 7:16 pm
by guiguibaah
Further from the above post, the question arises of that if FO will eventually have voiceovers in place of certain sound effects.

For example:

I have the selection of primary industry as a short 2 second sound clip of what one would hear in an industrial factory. However it doesn't convey the message that you selected it as primary industry - more of background sounds). To counteract this I was thinking of adding different chords on top of the effect to increase it's perceptability, but part of the sound is lost.

The other option is to have an announcer, something akin to SMAC or Warcraft 3 that would announce certain events. I see that as being a real possibility (and would have the benefit of increasing the immersive value) but it would require a lot more work, especially in later versions when races start becoming fleshed out.

If anyone else is working on sound effects, I would reccomend in spare time to play around with this voiceover idea just to see what works and what doesn't. They would have to trend the fine line of conveying an important message, yet not annoying the player while doing so.

By next week I'll have posted the sound effects and perhaps attempt a few voiceovers as well (although I would need something better than my 3$ microphone).

Posted: Sat Sep 18, 2004 8:17 pm
by StratCaster
I'm not sure I know what you mean by having voice overs...

where would these voice overs go? and what would they say?

do you mean announcing screens...like.."battle stations! you are entering combat!", or do you mean like in starcraft when you select a unit it has a character voice saying its ready...which would probably translate to clicking on a building or a fleet or planet system.

Diplomacy voice overs would be cool. Although the races would definitely have to be fleshed out. It'd be cool(and hard) to try to make up alien languages for the races and translate them on screen.

I am currently playing around with some SFX, working from your list.

Voice overs

Posted: Sun Sep 19, 2004 1:19 am
by guiguibaah
For voice overs V0.3 and v0.4 we don't really have much to go on.

I was thinking of some things like

"Primary farming selected"
"Turn Complete"
"Colonizing planet"
"Your creatures are fighting amongst themselves!"

There could also be voiceovers for techs (SMAC), completed research (WAR3), random events, and new discoveries - but that will have to wait once V0.5 or 0.6 comes around.

Nothing for units yet, since we don't have any units to go on.

It would also be interesting if voice overs for some alien races were done like the Vasudans in Freespace - but that's for later to decide.

- - - - -

Glad to hear your working on a few sound effects as well - looking forward to hearing them.

Posted: Tue Sep 28, 2004 5:51 am
by Impaler
Diplomatic Voice Overs would be intersting. Likly we could get recordings of Animal sounds and blend them together along with some Giberish we reccord and end up with....

"Vrokku Grobnnoo Bit CrOOvaka!!"

Translation "How dare you Violate our Territory this means WAR!!"

If we did this we probly would want 3-4 sound clips per race something like "afirmitive" "negative" "Nutral" "Agressive" with all possible messages being linked to one of these. The goal would be that if the player closed his eyes he could still tell "Humm looks like the Silicoids are pissed" just from the sounds.

Button selection should in my opinion only produce a sound not a narative voice, these get anoying real fast for mundane tasks. Voices are good for big and important events like tec discover though, especialy if their unique and you never hear the same one twice (that should be the standard in any voice recording once per game and never again), sounds can be played indefinatly.

Voice Overs

Posted: Wed Sep 29, 2004 3:06 am
by guiguibaah
True - We ciould have something like in Moo3, where the text displays what they feel. Or for some portions, we could have a 'translator', like in Freespace and Freespace 2, which adds a neutral (or mechanized) human voice overtop to translate what they are saying.

You'd be suyrprised how bland animal sounds sound sinister and evil when lowered in pitch and played in reverse :)

Posted: Wed Sep 29, 2004 5:02 am
by Impaler
Can we have a race that sounds like Veloceraptors?

Posted: Sun Oct 31, 2004 4:43 pm
by tzlaine
As most of you probably already know, v0,3 will be the first "public" release -- the first release which we will promote outside of the FO community.

Right now, the sound in FO is nonexistent. It would be nice if our first major release had some nice sound FX when buttons were clicked, etc.

So consider this a request for such sounds. Please don't just give me a big file with a lot of samples. I'm just a programmer. I need you to give me sounds and say "this one is for button clicks", "this one is for windows opening and closing", or whatever.

Thanks in advance,
Zach

Connundrum

Posted: Mon Nov 01, 2004 3:42 am
by guiguibaah
I'm not sure if I understood the request correctly. I have these 2 files, SFX2.zip the better of the 2 - the file names represent the actions that I found best fit the specific events by their file name.

Unfortunately, I won't know how it all feels as there isn't a "match and lock" effect system. Perhaps if each event was given a specific number, a sound could be assigned to it.

Such as
"SidePanelClick1 = button.wav"
"PlanetViewOpen1 = select.wav"
"GeneralButton1 = button.wav"
"etc... = ***.wav"

Much akin to a trigger system

The greated the number of triggers, the greater the variety to use different sounds.

The second bunch - UI sound effects
http://webhome.idirect.com/~fokpjjjyu/SFX2.zip

are encoded as .wav's. They have specific names assigned to the tasks that best fir their use. (such as button4.wav). However, please let me know if they need to be a lot more specific.

Is there a way to implement redamentary SFX's before the 0.4 release? This way at least the amount we produce would serve to "set the bar", and for those that don't sound or time right, they can be altered and such.

There's also the planetary sound effects,

http://webhome.idirect.com/~fokpjjjyu/barren.ogg
http://webhome.idirect.com/~fokpjjjyu/Desert.ogg
http://webhome.idirect.com/~fokpjjjyu/Inferno.ogg
http://webhome.idirect.com/~fokpjjjyu/Irradiated.ogg
http://webhome.idirect.com/~fokpjjjyu/Ocean1.ogg
http://webhome.idirect.com/~fokpjjjyu/Ocean2.ogg
http://webhome.idirect.com/~fokpjjjyu/Swamp1.ogg
http://webhome.idirect.com/~fokpjjjyu/Swamp2.ogg
http://webhome.idirect.com/~fokpjjjyu/Terran.ogg
http://webhome.idirect.com/~fokpjjjyu/Toxic.ogg
http://webhome.idirect.com/~fokpjjjyu/Tundra.ogg

Finally, I do have a couple of other sound effects, such as industrial noise, generator sounds, mines, farms, etc - however I don't have a full list of them, so I'll post once they are completed.

Does anyone else have sound effects for use?[/url]

Posted: Tue Nov 02, 2004 1:27 am
by StratCaster
I have some sfx, I'll post them asap.

I don't really have anything great, so don't get your hopes up.

Posted: Tue Nov 02, 2004 4:16 am
by StratCaster
http://stratcaster.tripod.com/soundfx.zip

here's some sounds that I dabbled with. I could do more if we need them.

the filenames are self-explanatory.

Of course we still need someone to mix whichever sounds are used (in v0.3) so they sound like they come from the same place (the game). I noticed that some of Gui's sounds have reverb/delay on them.