Author Topic: Sound effects for ...  (Read 2732 times)

Sugares Ganek

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Sound effects for ...
« on: June 09, 2015, 05:06:32 pm »
Greetings!

I hope it is okay, when i write my first post and it is a wish?
I wish sound effects for mining and other farming jobs.
Thank you

Why?
I think a sound effect will give the game more depth, when are two peoples mining then you can hear it and its loud. :)


Regards
« Last Edit: June 09, 2015, 05:09:58 pm by Sugares Ganek »

Volki

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Re: Sound effects for ...
« Reply #1 on: June 09, 2015, 08:16:38 pm »
You need a couple things first, which I do not think the game currently has.

1) Someone to work on sound. (this should be pretty easy tbh, I've done sound effects before and it only takes a few hours to understand the programs involved)

2) Animation timing. Since for whatever reason the developers thought it would be a great idea to not base all the races on one singular base mesh and skeleton, now everything is tooo000Oooo diverse and every animation is completely different. (hence races and sexes are missing)
Lace dark dreadfull power inside him awakens now fully resultin his former self comin back lord of dark noble house shantae of mevango family lacertus shadowone mevango also knowed as darkblade of shadows

Sugares Ganek

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Re: Sound effects for ...
« Reply #2 on: June 09, 2015, 11:24:40 pm »
Animation can stay how she is, its not a big problem, when they arent synchronous.
For first only sound effects will be great in this game. For playing this game must a player be flexible ;)
And we dont need to think, it must looks how wow etc. :)
But sound effects are for nice playing and role playing essential! I played this game before many years and this game havent this still. With sound effects can we say finally - the world lives really.

Can-ned Food

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Re: Sound effects for ...
« Reply #3 on: June 10, 2015, 11:18:17 am »
Hey, there you are Sugares!
Kra makes a good point:  especially when more than one PC is mining or crafting in a way which a player would expect to hear noise or so, the dearth of accompanying din does rather stifle the immersion.  When Harnie's is surrounded by hustle and bustle, hearing the clamor of hammers and hissing of quenches would help indicate this to the player.
After all, that's the reason we use an audio-video environment for our RP.

As I told Sugares, I'd be more than willing to grab a mallet and smack it against a piece of track rail myself.  In fact, submitting the request for a list now — or, i would, if the main website weren't down.

2) Animation timing. Since for whatever reason the developers thought it would be a great idea to not base all the races on one singular base mesh and skeleton, now everything is tooo000Oooo diverse and every animation is completely different. (hence races and sexes are missing)
Well, they don't all have the same skeleton.  Some probably could use the same one, but think of the Kran and the Klyros.
It's not really a problem, though, as you'd either be adding triggers at the suitable moments in the animation sequences or running a concurrent script which was synchronized accordingly.

EDIT:  Upon consideration that some might say “This is something which one would expect to see in the completed product (:beta:)”, perhaps we should expand this topic to include ideas and discussion of the kinds of sounds, how obtrusive the should be or how obnoxious they shouldn't, whether we want pre-made sfx or fresh foley (preferable IMHO), and lists of the events to which we should have sounds (including any that the developers have already assembled) ... and, go.
« Last Edit: June 10, 2015, 12:31:25 pm by Can-ned Food »
Gedundk Kokro, kran
Ailela Belair, nolthrir
Hwokmar Cmar, ynnwn

Sugares Ganek

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Re: Sound effects for ...
« Reply #4 on: June 10, 2015, 03:05:58 pm »
Excuse me, but i think, sound effects should be in when its an alpha too. Or why do you implemented background music? ;)
Please, the statement - its alpha / beta is not a joker card. :)
And we have sound effect for fighting - why? Its a alpha/beta. I hate this apology. Sorry. But this is another story. :)

Sure, when the sfx are too obtrusive, then its not helped. Maybe you can make sfx files and we vote? Or the devs, or ...

I would like to see much when the game finally gets some sound effects.

Regards and have  a nice day!
Sugares
« Last Edit: June 10, 2015, 03:11:37 pm by Sugares Ganek »

Rigwyn

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Re: Sound effects for ...
« Reply #5 on: June 10, 2015, 10:45:09 pm »
You could always learn how to create these sound effects and offer them. I don't know what software is typically used or how this is typically done, but there are probably youtube videos that show you how.

Sugares Ganek

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Re: Sound effects for ...
« Reply #6 on: June 13, 2015, 04:08:34 pm »
Ah, i see, all the crafters dont need and want sound effects for mining, weapons making etc. Ah, good, excuse me, that i exist.

cdmoreland

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Re: Sound effects for ...
« Reply #7 on: June 13, 2015, 04:39:38 pm »
Ah, i see, all the crafters dont need and want sound effects for mining, weapons making etc. Ah, good, excuse me, that i exist.

Why take offense when no one has belittled you. While I, too, like sound effects, the din of 6 or more crafters pounding on the anvil might be a bit much, no to mention the lag and crashes it might cause. How well do you fare in the arena when there a several mages casting spells?

Eonwind

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Re: Sound effects for ...
« Reply #8 on: June 14, 2015, 12:04:13 pm »
Yes sound for things like that can be really nice to have (maybe in a way that do not annoy the players too much), unfortunately current engine has a lot of limitation concerning the sound but we hope the new engine will make it easier for us to add them in, also having a good sound at hand can be helpful a lot!

Sugares Ganek

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Re: Sound effects for ...
« Reply #9 on: June 18, 2015, 11:09:23 pm »
Ah, i see, all the crafters dont need and want sound effects for mining, weapons making etc. Ah, good, excuse me, that i exist.
Why take offense when no one has belittled you.

Excuse me, i am pretty sensitive and when i hear, i can do self sfx or this combination "you can do that" then i have enough of him/her.
I would like help devs, but i see, they are better than I for such things. Yes, "i can" beginn to learn coding too, i can start do that and that. When i must read that, i begin to be crazy, grrrrr.

But yes, sound effects need this game more than background music or better engine ;) The game looks good enough, the players should play a role and not play be a good trained bot, that btw only. :)

Eonwind

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Re: Sound effects for ...
« Reply #10 on: June 19, 2015, 12:10:28 am »
Well actually the new engine will help us implement even more sounds. For example with the current engine it's hard to implement even creature sounds.

Volki

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Re: Sound effects for ...
« Reply #11 on: June 19, 2015, 07:22:09 am »
I would like help devs, but i see, they are better than I for such things. Yes, "i can" beginn to learn coding too, i can start do that and that. When i must read that, i begin to be crazy, grrrrr.

With the switch to Unreal it should be easier for players to become developers. There shouldn't be any coding involved in making sound effects. All you really need is a good mic, Audacity, and file converters.
Lace dark dreadfull power inside him awakens now fully resultin his former self comin back lord of dark noble house shantae of mevango family lacertus shadowone mevango also knowed as darkblade of shadows

Sugares Ganek

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Re: Sound effects for ...
« Reply #12 on: June 21, 2015, 11:25:16 am »
Well actually the new engine will help us implement even more sounds. For example with the current engine it's hard to implement even creature sounds.
Aha! I understand now! Alright! When is done the engine for PS? :)

Eonwind

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Re: Sound effects for ...
« Reply #13 on: June 21, 2015, 01:03:22 pm »
Well actually the new engine will help us implement even more sounds. For example with the current engine it's hard to implement even creature sounds.
Aha! I understand now! Alright! When is done the engine for PS? :)
eh hard to tell  :) we're working on a "demo" to make unreal work with PS client and server. Unfortunately we have no ETA yet because it mainly depends on how many people will be able to help us porting the PS code in the new engine. We've done some progress but the road is still long.