SoundFx updates
Posted: Sun Sep 15, 2013 1:13 pm
Hi All. Long time observer of Pioneer, I have watched this game develop into something increasingly special over the years and have always thought of contributing something. One thing that struck me playing one of the newer releases was the awesome new graphics and the new music, but I also noticed how some of the older sound fx sat out of place a bit with all this new immersive goodness. Long story short I've been playing around.
These are a couple of my first attempts and i'm happy with them to different extents. Would be interested to know what others think.
http://digital-confusion.net/files/pion ... _Laser.ogg
This is a more edgy sounding laser.
http://digital-confusion.net/files/pion ... launch.ogg
This builds on the existing missile launch sound but gives it more follow through with an attempt to make it sound like the missile is traveling away from the ship.
http://digital-confusion.net/files/pioneer/warning.ogg
Alternative warning sound.. just an idea.
http://digital-confusion.net/files/pion ... _large.ogg
Alternative thruster sound. This is a more droning 'cabiny' sound. This could be built on and I have great ideas for how to do various thruster sounds but there's a few limitations in the current fx implementation which I want to investigate a bit.
http://digital-confusion.net/files/pion ... Medium.ogg
As above, not exactly perfect but trying a few different things
Open to suggestions.
I did some fx for shield hit and even beam laser until I realized they're not actually in the game yet? I couldn't find any reference in the code at any rate.
Bit of background, I am an amateur/hobbyist music producer/master-er but I have been doing it for a while now. I have a decent amount of equipment to mix some nice layered fx. A couple of the above are composed of samples and others (like pulse laser) are synthesized so there is plenty of room for tweaks and variations. I am a programmer by day though and while I don't have a lot of c++ experience I thought I might have a play at the code as well and see if I can expand on it in a couple of areas, Some ideas that have immediately come to mind are:
Queued samples - engine wind up, constant, wind down?
Increase the number of channels and/or dedicated channels - The limit is currently 10? which doesn't really seem enough given the pulse laser can steal most of it during battle alone. Longer samples with more ambient sound can cause issue here too. Speaking as an outsider I am sure these could be previously considered issues that aren't trivial to fix and I'm not saying I'll knock it off either (I need to get up to speed a bit), but I plan to have a crack at least and welcome any advice/guidance.
I welcome any feedback
Cheers!
These are a couple of my first attempts and i'm happy with them to different extents. Would be interested to know what others think.
http://digital-confusion.net/files/pion ... _Laser.ogg
This is a more edgy sounding laser.
http://digital-confusion.net/files/pion ... launch.ogg
This builds on the existing missile launch sound but gives it more follow through with an attempt to make it sound like the missile is traveling away from the ship.
http://digital-confusion.net/files/pioneer/warning.ogg
Alternative warning sound.. just an idea.
http://digital-confusion.net/files/pion ... _large.ogg
Alternative thruster sound. This is a more droning 'cabiny' sound. This could be built on and I have great ideas for how to do various thruster sounds but there's a few limitations in the current fx implementation which I want to investigate a bit.
http://digital-confusion.net/files/pion ... Medium.ogg
As above, not exactly perfect but trying a few different things
Open to suggestions.
I did some fx for shield hit and even beam laser until I realized they're not actually in the game yet? I couldn't find any reference in the code at any rate.
Bit of background, I am an amateur/hobbyist music producer/master-er but I have been doing it for a while now. I have a decent amount of equipment to mix some nice layered fx. A couple of the above are composed of samples and others (like pulse laser) are synthesized so there is plenty of room for tweaks and variations. I am a programmer by day though and while I don't have a lot of c++ experience I thought I might have a play at the code as well and see if I can expand on it in a couple of areas, Some ideas that have immediately come to mind are:
Queued samples - engine wind up, constant, wind down?
Increase the number of channels and/or dedicated channels - The limit is currently 10? which doesn't really seem enough given the pulse laser can steal most of it during battle alone. Longer samples with more ambient sound can cause issue here too. Speaking as an outsider I am sure these could be previously considered issues that aren't trivial to fix and I'm not saying I'll knock it off either (I need to get up to speed a bit), but I plan to have a crack at least and welcome any advice/guidance.
I welcome any feedback
Cheers!