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Author Topic: Sounds in Outerra  (Read 27402 times)

C. Shawn Smith

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Sounds in Outerra
« on: December 27, 2010, 05:49:37 pm »

Cameni, I know you published previously about the lack of sound in Outerra, but do you have a time table currently in place regarding ambient sounds?  Or is that still low-priority.  I know you guys have a lot to still accomplish, and I think ambient sound should by necessity be low, but ...

... from some of the responses I've had from the final beach scene in the recent 2010 Retrospective Video, a number of people are asking me about that now.  I think I may have started an avalanche :(

:D
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cameni

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« Reply #1 on: December 27, 2010, 06:09:16 pm »

A time table .. lets say we have a table.
Each of us has an assorted TODO list with bugs and core features. There's no time. It's like a Big Bang :D

For ambient sounds, Angrypig has to link in an audio library, then I have to extract some info from the terrain (proximity of forest and sea), and somebody (hint hint) has to bring in the sound samples .. like that :)
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C. Shawn Smith

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« Reply #2 on: December 27, 2010, 06:33:02 pm »

+1 to the Big Bang response  :lol:

The file I just emailed you is the public domain sound from the end sequence of the beach video.  I'll have to dig up the website stating it was public domain, which I'll try to do in the next few days, but maybe it will be of use to you.  Don't know what you guys have for the audio library ... should be fun when it's in the engine :)
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What we think, we become -- Buddha
There is no spoon -- Neo, The Matrix
The Cosmos is all that is, or ever was, or ever will be. -- Carl Sagan
Outerra is all that is, or ever was, or ever will be. -- Me :)
- Yes, I'm still around ... just been busy with other projects ;)

ZeosPantera

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« Reply #3 on: December 28, 2010, 01:25:18 am »

I know enough people in music equiptment sales to borrow the proper recording equipment but finding a place far enough from PEOPLE to get good recordings without cars and planes overhead would literally take hours to drive to. A sad thought really.
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ddenn

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« Reply #4 on: December 28, 2010, 01:47:20 am »

Quote from: cameni
and somebody (hint hint) has to bring in the sound samples ..
I'm using this site for sound samples - http://www.freesound.org/ , this is a database of Creative Commons licensed sounds.
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C. Shawn Smith

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« Reply #5 on: December 28, 2010, 01:58:50 am »

@Zeos

With the right equipment, even the ambient noise can be filtered out.  My father happens to have some really nice recording equipment, seeing as he plays music at local restaurants as a side job.  I was hoping to borrow some equipment for some cool effects, but haven't been able to meet up with him to work on it.  Even if you could get basic stuff, we'd probably be able to filter a few things to make them more condusive to the engine.  I'll just have to promise him more time with my son to sweet talk him into it :D
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What we think, we become -- Buddha
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The Cosmos is all that is, or ever was, or ever will be. -- Carl Sagan
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- Yes, I'm still around ... just been busy with other projects ;)

ZeosPantera

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« Reply #6 on: December 28, 2010, 04:37:30 am »

Quote from: cshawnsmith
With the right equipment, even the ambient noise can be filtered out.

Problem being the ambient noise is what I would try to capture. Stick it near a wood and get some owls, birds the wind etc. The most important sound is going to be the constant ones. If there is even one second of absolute silence it would take you out of game. Like a southern swamp at night is crickets, CONSTANTLY. Tree topped mountain is wind and birds. Shore is the ocean waves. I have no idea what a desert sounds like, but I imagine sandy.
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C. Shawn Smith

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« Reply #7 on: December 28, 2010, 04:50:44 am »

Actually, you'd be surprised (regarding the desert sounds).  I took a road trip from Monterey, CA to Dallas, escorting the daughter of a good friend of mine.  We stopped in some god-forsaken country-side in Arizona, and I was surprised by the number of cricket/grasshopper sounds I heard.  Not to mention the night birds in that region.  I just wish I knew what they were!

And by ambient noise I meant the cars and aircraft flying overhead :).  I think I can filter some of that in the software I have.  I haven't tested it yet, though.  But with my software and my father's equipment (hardware, not software) I imagine it would be possible.  It would be a lot of trial and error though.
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What we think, we become -- Buddha
There is no spoon -- Neo, The Matrix
The Cosmos is all that is, or ever was, or ever will be. -- Carl Sagan
Outerra is all that is, or ever was, or ever will be. -- Me :)
- Yes, I'm still around ... just been busy with other projects ;)

ZeosPantera

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« Reply #8 on: December 31, 2010, 02:45:00 am »

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Fresh

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« Reply #9 on: February 08, 2011, 03:18:49 am »

:)  Good nature sounds here: http://naturesoundsfor.me/

You can export as sound files too.
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ZeosPantera

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« Reply #10 on: February 08, 2011, 04:10:43 am »

Since this thread was bumped.

http://www.extrememusic.com/

Apparently Top Gear dubs their segments over with stuff from here when they use the show oversees and they have to remove the copyrighted stuff.

Could be useful for upcoming trailers and tech demo's.
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monks

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« Reply #11 on: March 29, 2011, 12:34:12 am »

Hi guys, I might be able help out here.  
In terms of using original music for the game or demos of the engine I can help out with both original compositions, and enviromental/ ambient sounds in game.
  Here's a link to some of my stuff. It's not your typical in-game music but I can write instrumentals too in many styles. You'll have to excuse the production- this is demo stuff.
 
  http://www.skindustry.net/medem/files/YouGottaDoIt20_MASTER.mp3
  http://www.skindustry.net/medem/files/One%20Eye%20On%20The%20Sunshine.mp3
  http://www.skindustry.net/medem/files/WhatYouDo_12_master.mp3
  http://www.skindustry.net/medem/files/FingerOntheTrigger_92_kick.mp3
 
monks
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cameni

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« Reply #12 on: March 29, 2011, 03:59:35 am »

Interesting. Cool to have a composer handy :)
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Raze

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Re: Sounds in Outerra
« Reply #13 on: July 10, 2016, 09:55:47 am »

Since downloading the newest version, I have noticed that the Ambient sound effects no longer seem to vary with the current location. Forest areas used to sound gently breezy with the occasional wolf howl, whilst mountainous areas used to sound windy. Now, everywhere has the same meadow region ambience, even when I go to ridiculously high altitudes in my UFO!

What seems to be working good is the sound effects for the rain and waves breaking. I mainly dabble with the 'Medem' (Middle Earth) Map but notice the same thing on the 'Earth2' Map.

I couldn't find any topic about this in the forum, is anybody else noticing this or can provide a possible solution?
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