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 Sound Effects Discussion

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Oliveriver
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PostSubject: Sound Effects Discussion   Sat Jul 26, 2014 7:30 am

With the microbe stage soundtrack completed, the current sound task has shifted to sound effects. Some work has been done on the GitHub issue, but I feel a topic here would be seen by more people to help with discussion.

As of this moment, I've managed to create a couple of sound effects, but my skills lie in composing rather than incidental sounds so I've found it ridiculously difficult (I'm also a slight perfectionist, which doesn't help :) ). So far, we have:

Ambience
https://www.dropbox.com/s/3ss8obtamc9sm4m/Sound%20-%20Ambience.ogg

Button hover and click
https://www.dropbox.com/s/z9zp5tipng8pfn2/Sound%20-%20Button%20Hover%20%2B%20Click.ogg

Collision
https://www.dropbox.com/s/ofi7rapbgtwd5va/Sound%20-%20Collision.ogg

Microbe death
https://www.dropbox.com/s/efhfwtfhqpfbz3p/Sound%20-%20Microbe%20Death.ogg

Microbe movement (3 variations)
https://www.dropbox.com/s/gk405oqvdy77dun/Sound%20-%20Microbe%20Movement%201.ogg
https://www.dropbox.com/s/8v9kxpn4uww2lg7/Sound%20-%20Microbe%20Movement%202.ogg
https://www.dropbox.com/s/u0qh4spyyf6pyev/Sound%20-%20Microbe%20Movement%203.ogg

Please note that these are .ogg files, which Windows Media Player and iTunes are unable to play, so you'll need to download something like VLC Media Player or Audacity to listen to them. All sound effect files must eventually be exported as .ogg files so they don't use up too much space.

What other sound effects are needed, and how can we make them?

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PostSubject: Re: Sound Effects Discussion   Thu Jul 31, 2014 5:12 am

Ah good to see links to what has been done on this so far.  :) 

For the ambience theme, I think that's the right idea, but I also think there was too much noise of howling wind in there (mostly at the beginning, but still carrying on throughout), kind of sounding like you are standing in a windy desert. I think it should be toned down.

For the button click, I think a hybrid between a click and a beep sound would work the best, as opposed to a 100% beep sound.

The collision sounds very nice. The microbe death one sounded a bit strange for a microbe death, despite the fact I have no clue what sound a microbe makes when it dies. \

The movement sounds are also good, but I think a little high pitched.

Overall, great work Oliver! It will make quite a difference once the game has SFX included.

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PostSubject: Re: Sound Effects Discussion   Thu Jul 31, 2014 11:10 am

The ambience track is easy to fix:
https://www.dropbox.com/s/g5nwujg7mcz65vs/Sound%20-%20Ambience%20%28Updated%29.ogg

As are the movement sounds, although I'm not sure whether they're better in a lower range:
Spoiler:
 

I tried a hybrid click-beep sound, but it didn't work as well as I'd hoped, so I went with a simple sine beep instead. The microbe death sound is tricky - it needs to be a fizz sort of sound without beinghumourous, while standing out from the surrounding ambience.

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Oliveriver
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PostSubject: Re: Sound Effects Discussion   Mon Aug 04, 2014 1:55 pm

Seeing as sound effects (at least in a temporary form) are scheduled for the next release in a couple of weeks' time, are there any pressing needs for more, and does anyone have any input on those created so far? Madero has provided a sound for picking up organelles on the GitHub issue (though that'll probably need to be a .ogg file like the others to save space), and Xenox has said he'll use a fish tank and his own voice (however that turns out  :scratch: ) to provide more ambience and water noises. I'm struggling to think of any more holes which need to be filled - having a sound for picking up or ejecting a compound is probably a bit too far, as the player will basically be doing that all the time. Maybe toxin-related sounds are all that's left to do?

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PostSubject: Re: Sound Effects Discussion   Mon Aug 04, 2014 9:44 pm

Oliveriver wrote:
Madero has provided a sound for picking up organelles on the GitHub issue (though that'll probably need to be a .ogg file like the others to save space)
Tomorrow I'll upload the sound in the .ogg format.
Oliveriver wrote:
having a sound for picking up or ejecting a compound is probably a bit too far, as the player will basically be doing that all the time.
I think that we could do some type of soft sound that don't annoy the player. I can try it.
Oliveriver wrote:
Maybe toxin-related sounds are all that's left to do?
I think yes, I'll try to experiment.
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PostSubject: Re: Sound Effects Discussion   Thu Aug 28, 2014 2:51 pm

Unless anyone has any other suggestions for the sounds we have so far, I think it's probably time to start getting them into the game. As no one here really has much experience with sound effects (myself especially), we'll probably be looking for someone to make replacements during the big promotion push after the next release - which, as we've decided, won't go through without sound effects, so just adding the necessary code and not worrying too much about the quality is the way to negate a Catch-22.

The sounds' uses should be pretty much self-explanatory. As Crovea has demonstrated in the past, point-source sound (as oppose to ambient, as has been used for music) works with the engine. Sound effects will be point-source, but that does lead to a question of how far out sound effects should be applied relative to the player. Will adding every sound within the loaded radius and not worrying about any beyond suffice?

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PostSubject: Re: Sound Effects Discussion   Thu Aug 28, 2014 3:16 pm

Oliveriver wrote:
we'll probably be looking for someone to make replacements during the big promotion push after the next release
I really think that the sound effects that we have are quite good and i don't think it's necessary replacing them (unless the "picking organelles sound", im working on that), maybe i would put lots of reverb in all the sounds if the sound engine isn't going to resolve that, and maybe in 2 quality versions: low quality (.ogg files) and high quality (.wav files)
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PostSubject: Re: Sound Effects Discussion   Wed Sep 10, 2014 4:46 pm

I made 2 new versions of the "picking organelles" sound, here they are:
- https://www.dropbox.com/s/y32hg1l0v81yhi7/Microbe%20Picking%20Up%20Organelles%201.wav?dl=0
- https://www.dropbox.com/s/vts4tf60c1w9o4a/Microbe%20Picking%20Up%20Organelles%202.wav?dl=0
I added big reverb too like i said, tell me what version do you like more.
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PostSubject: Re: Sound Effects Discussion   Thu Sep 11, 2014 11:25 am

Maybe the sound should be more of a 'blub' or a 'plop' sound. Your one doesn't sound like something a microbe should be able to produce. Although, It might be ok as long as it isn't played too frequently
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PostSubject: Re: Sound Effects Discussion   Thu Sep 11, 2014 1:35 pm

Hmm. I prefer the second, but both are a bit too artificial for the microbe stage environment in my opinion. The reverb, on the other hand, is great!

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PostSubject: Re: Sound Effects Discussion   Thu Sep 11, 2014 2:02 pm

TheRabiesGuineaPig wrote:
Your one doesn't sound like something a microbe should be able to produce.
Well, microbes don't produce any sounds really and this isn't a movement sound but a picking/upgrade sound.
Oliveriver wrote:
both are a bit too artificial for the microbe stage environment in my opinion.
Like i said to rabies, it's an "upgrade" sound, so it doesn't need to sound "organic" in my opinion, that's why i made it to sound like that.
Oliveriver wrote:
The reverb, on the other hand, is great!
I saved a preset with the reverb configuration, so i can put the same reverb levels in all the microbe sounds if you want.
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PostSubject: Re: Sound Effects Discussion   Sun Sep 14, 2014 5:43 am

Madero wrote:

Well, microbes don't produce any sounds really and this isn't a movement sound but a picking/upgrade sound.
Hmm, I still feel that all microbe sounds should either be clicks, blubs or plops. Produce sounds they may not, but if they did, it would probably be blubs and plops. Maybe picking an organelle could just be a simple click and placing it could be a blub?
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PostSubject: Re: Sound Effects Discussion   Sat Sep 20, 2014 11:47 am

@TheRabiesGuineaPig
Agreed, the sounds should largely be clicks, plops and bloops - the sort of sounds you'd hear if it was a fish swimming around, which will help create an underwater-like atmosphere.

Since Crovea's discovered why point source sound effects so far haven't been working (they all needed to be mono), here's a finalised list of the sound effects in the next release:

Spoiler:
 

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PostSubject: Re: Sound Effects Discussion   Thu Oct 16, 2014 3:28 pm

Having seen the build I was given by Crovea, which used all the sound effects and, other than some minor misunderstandings about the way some sounds should function, worked incredibly well, am I right in saying that sound effects are done for 0.2.4?

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PostSubject: Re: Sound Effects Discussion   Thu Oct 16, 2014 7:18 pm

Pretty much, I have some ideas for changing a bit of the triggering/volume code, but they're not urgent (that is, if they aren't done by the time we finish the GUI, then that's fien adn we release without them), so I'd say we're good.
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PostSubject: Re: Sound Effects Discussion   Sat Dec 13, 2014 5:36 am

Are the gonna be more sound effects needed for the Microbe Stage? If there are I'd like to help, I got a lot of practice editing sound effects while I was editing a movie. If there isn't, I'd still like to help with the next stages' sound effects.
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PostSubject: Re: Sound Effects Discussion   Sat Dec 13, 2014 8:01 am

I don't think we need more than we have right now (unless you can think of anything else), but if you're willing to work on them you could have a go at replacing or improving a few of those we already have.

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PostSubject: Re: Sound Effects Discussion   Fri Dec 19, 2014 8:11 pm

Lately the weather here's been absolutely awful, with huge amounts of snow piling up every day. And that made me realize something. We're gonna need sound effects for snow and ice in future stages, aren't we? Walking through snow, big chunks of snow falling and crashing, ice cracking/breaking, etc. If so, then I can probably provide some.
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PostSubject: Re: Sound Effects Discussion   Sat Dec 20, 2014 8:45 am

While we certainly need all manner of sound effects for later stages, there isn't a pressing need for them yet. You could still record some if you want to though.

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PostSubject: Re: Sound Effects Discussion   Sat Dec 20, 2014 5:58 pm

Oliveriver wrote:
While we certainly need all manner of sound effects for later stages, there isn't a pressing need for them yet. You could still record some if you want to though.

Okay. I can do that.
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PostSubject: Re: Sound Effects Discussion   Sat Dec 20, 2014 9:42 pm

Totemaster wrote:
Oliveriver wrote:
While we certainly need all manner of sound effects for later stages, there isn't a pressing need for them yet. You could still record some if you want to though.

Okay. I can do that.
When you record it, could you please pass me those audio files? I like to compile interesting audio.
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PostSubject: Re: Sound Effects Discussion   Sat Dec 20, 2014 10:51 pm

Madero wrote:
Totemaster wrote:
Oliveriver wrote:
While we certainly need all manner of sound effects for later stages, there isn't a pressing need for them yet. You could still record some if you want to though.

Okay. I can do that.
When you record it, could you please pass me those audio files? I like to compile interesting audio.


Okay. In that case I'm gonna need your email (via PM) or some other way to send the files you, for when the time comes.
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