Player model specific sounds needed

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Re: Player model specific sounds needed

Postby Tenshihan » Wed Sep 03, 2008 9:27 am

divVerent wrote:We need sounds for each of these (falling is not coded yet, though) matching each player model.

The following sounds are needed (with text EXAMPLES (not strict) in parentheses):

attack: voice message asking others to attack (the enemy base in CTF) ("Attack!")
attackinfive: voice message for a synchronized attack ("Attack in 5... 4... 3... 2... 1... NOW!")
coverme: voice message asking a team mate to cover you ("Cover me!")
defend: voice message asking others to defend ("Defend!")
freelance: voice message telling others to decide what to do on their own ("Do whatever you want.")
incoming: voice message telling others that an enemy is coming ("Incoming!")
meet: voice message telling others to meet at a set waypoint sprite ("Let's meet at the waypoint.")
needhelp: voice message asking for help (e.g. flag carrier under attack) ("Help!" or "I'm under heavy attack!")
seenflag: voice message indicating that one has seen the flag ("I've seen the flag!")
taunt: taunt messages, light insults (should be multiple)
teamshoot: message to tell others not to shoot team mates ("Same team!" or "Are you color blind?")
death: sound when one dies
drown: sound when one dies of too much water :P
fall: sound when one hits the floor
falling: sound when one falls fast in air (currently not implemented)
gasp: gasping noise when one comes out of water and needs much air
jump: jumping sound
pain25: pain sound when one is almost dead
pain50: pain sound when one is very injured
pain75: pain sound when one is injured
pain100: pain sound when one is just lightly injured

BTW: sharing the same sound between models sure makes sense, especially between models of the same sex.


divVerent, are you available for a reply please?

I need to have some 'Admin' advice on a few things about the sounds I'm making for Nexuiz.

First off, I've decided by looking at the models / player-types, that there should really be three main classes of voices;

1) Bots: Xolar, Armored Carni, Grunt, Mulder, Nexus and Quark - will all have ROBOTIC male voices.

2) Humanoids: Fricka, Heroine, Insurrectionist, Marine, Pyria, Shock-Trooper, Skadi, and Spec-Op - will all obviously have somewhat regular voices. (Unfortunately, right now, my GF's time-schedule with her job ISN'T working out for me to get any decent recordings from her, ...but I won't give up on this...)

3) Beasts: Carni, Head-Hunter, Lurk, Lycanthrope and Reptile will obviously need some extra work from me, because I really DON'T wanna go cheap and just use regular voices - as there is an obvious physical difference between Werewolves, Reptiles, and Voodoo-demons.

Now then, my BIGGEST concern here is "Do I use regular voices, or synth-them-out to sound like radio-voices, as was done in Unreal Tournament for ALL of these?"

I think the radio sounds best for the Humanoids only - but the Beasties should sound like they are whispering in your head - almost 'psychically' as supernatural creatures would do (hypothetically of course).

So far, the big Bot-looking guys sound aggressive as hell with a metallic resonance using a doppler effect. Over-all they sound pretty good.

Anyway - Please get back to me ASAP guys, ...thanks.

~Tenshihan
Tenshihan
Alien
 
Posts: 233
Joined: Sun Jul 06, 2008 11:28 am

Postby esteel » Wed Sep 03, 2008 10:43 am

I think the upmost important thing is to be able to clearly understand the samples so i'm not sure if whispering will work out very well but the idea is nice. I would be bad to have tons of threads asking "did who teach me that?' again ;) On the same note, i'm not sure how well that 'radio' thing will work. If its just pre-recording work maybe you can make available both so people can judge.
Having many different voices will for sure rock! An interesting example was Klesk in quake 3. It sure sounded like a animal.. maybe you can add some similar screams in the background of his voice?
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Re: Player model specific sounds needed

Postby Fisume! » Wed Sep 03, 2008 1:02 pm

Tenshihan wrote:
divVerent wrote:We need sounds for each of these (falling is not coded yet, though) matching each player model.

The following sounds are needed (with text EXAMPLES (not strict) in parentheses):

attack: voice message asking others to attack (the enemy base in CTF) ("Attack!")
attackinfive: voice message for a synchronized attack ("Attack in 5... 4... 3... 2... 1... NOW!")
coverme: voice message asking a team mate to cover you ("Cover me!")
defend: voice message asking others to defend ("Defend!")
freelance: voice message telling others to decide what to do on their own ("Do whatever you want.")
incoming: voice message telling others that an enemy is coming ("Incoming!")
meet: voice message telling others to meet at a set waypoint sprite ("Let's meet at the waypoint.")
needhelp: voice message asking for help (e.g. flag carrier under attack) ("Help!" or "I'm under heavy attack!")
seenflag: voice message indicating that one has seen the flag ("I've seen the flag!")
taunt: taunt messages, light insults (should be multiple)
teamshoot: message to tell others not to shoot team mates ("Same team!" or "Are you color blind?")
death: sound when one dies
drown: sound when one dies of too much water :P
fall: sound when one hits the floor
falling: sound when one falls fast in air (currently not implemented)
gasp: gasping noise when one comes out of water and needs much air
jump: jumping sound
pain25: pain sound when one is almost dead
pain50: pain sound when one is very injured
pain75: pain sound when one is injured
pain100: pain sound when one is just lightly injured

BTW: sharing the same sound between models sure makes sense, especially between models of the same sex.


divVerent, are you available for a reply please?

I need to have some 'Admin' advice on a few things about the sounds I'm making for Nexuiz.

First off, I've decided by looking at the models / player-types, that there should really be three main classes of voices;

1) Bots: Xolar, Armored Carni, Grunt, Mulder, Nexus and Quark - will all have ROBOTIC male voices.

2) Humanoids: Fricka, Heroine, Insurrectionist, Marine, Pyria, Shock-Trooper, Skadi, and Spec-Op - will all obviously have somewhat regular voices. (Unfortunately, right now, my GF's time-schedule with her job ISN'T working out for me to get any decent recordings from her, ...but I won't give up on this...)

3) Beasts: Carni, Head-Hunter, Lurk, Lycanthrope and Reptile will obviously need some extra work from me, because I really DON'T wanna go cheap and just use regular voices - as there is an obvious physical difference between Werewolves, Reptiles, and Voodoo-demons.

Now then, my BIGGEST concern here is "Do I use regular voices, or synth-them-out to sound like radio-voices, as was done in Unreal Tournament for ALL of these?"

I think the radio sounds best for the Humanoids only - but the Beasties should sound like they are whispering in your head - almost 'psychically' as supernatural creatures would do (hypothetically of course).

So far, the big Bot-looking guys sound aggressive as hell with a metallic resonance using a doppler effect. Over-all they sound pretty good.

Anyway - Please get back to me ASAP guys, ...thanks.

~Tenshihan


Xolar, Mulder and Nexus aren't robots, they are Nexuiz Soldiers!
Don't give them robotic sounds please :)
Fisume!
Alien trapper
 
Posts: 467
Joined: Sun Jan 27, 2008 8:55 am
Location: Saarbruecken, Germany

Postby divVerent » Wed Sep 03, 2008 3:05 pm

Now then, my BIGGEST concern here is "Do I use regular voices, or synth-them-out to sound like radio-voices, as was done in Unreal Tournament for ALL of these?


Only the voice messages fit as radio voice, and should be generally, even for beasts (but maybe not such a strong effect there).

The pain sounds etc. should be non-radio, and especially the beasts can be VERY scary there.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Re: Player model specific sounds needed

Postby Tenshihan » Thu Sep 04, 2008 5:33 am

Fisume! wrote:Xolar, Mulder and Nexus aren't robots, they are Nexuiz Soldiers!
Don't give them robotic sounds please :)


Sorry about my poor usage of terminology Fisume! Yes, agreed, Not Bots, rather I will refer to them as Soldiers from now on. Thanks for the heads-up! I was tired when I posted that comment and was just looking at the Player pictures - they kinda resembled 'Bots' at a casual glance. My Mistake!

Don't worry - their voices don't really sound 'Robotic', ...I will have to upload some of my sound-samples for everyone to hear soon. I just hate releasing anything early - in case people judge too quickly & harshly before the end-product is finished.

Then again, POSITIVE feedback is a GOOD thing! ;)

Samples to come, guys!

~Tenshihan
Last edited by Tenshihan on Thu Sep 04, 2008 5:39 am, edited 1 time in total.
Tenshihan
Alien
 
Posts: 233
Joined: Sun Jul 06, 2008 11:28 am

Postby Tenshihan » Thu Sep 04, 2008 5:36 am

divVerent wrote:
Now then, my BIGGEST concern here is "Do I use regular voices, or synth-them-out to sound like radio-voices, as was done in Unreal Tournament for ALL of these?


Only the voice messages fit as radio voice, and should be generally, even for beasts (but maybe not such a strong effect there).

The pain sounds etc. should be non-radio, and especially the beasts can be VERY scary there.


Ahhh, Yes, ...makes sense! Thanks for getting back to Me! ...I'm on it...
Tenshihan
Alien
 
Posts: 233
Joined: Sun Jul 06, 2008 11:28 am

Postby Tenshihan » Thu Sep 04, 2008 5:38 am

esteel wrote:I think the upmost important thing is to be able to clearly understand the samples so i'm not sure if whispering will work out very well but the idea is nice. I would be bad to have tons of threads asking "did who teach me that?' again ;) On the same note, i'm not sure how well that 'radio' thing will work. If its just pre-recording work maybe you can make available both so people can judge.
Having many different voices will for sure rock! An interesting example was Klesk in quake 3. It sure sounded like a animal.. maybe you can add some similar screams in the background of his voice?


I agree with everything you said there Esteel, ...so I will be providing samples hopefully by tomorrow.

PS: As a personal favour to You, I added some of Klesk's voice to one of the Beast-Taunts, ...heheh. Shhhhh!
Tenshihan
Alien
 
Posts: 233
Joined: Sun Jul 06, 2008 11:28 am

Postby esteel » Thu Sep 04, 2008 11:27 am

Hope you did not use the original Klesk sounds, i'm not sure how well that would go with copyright law and including it in nexuiz..
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Postby Tenshihan » Fri Sep 05, 2008 12:18 am

esteel wrote:Hope you did not use the original Klesk sounds, i'm not sure how well that would go with copyright law and including it in nexuiz..


I didn't use the 'original' Klesk sound, rather it was a modded-version that I made based on it. However, because it DOES have some original Klesk in there, I guess we can't use it. Oh well, ...Back to work for me...

Have I mentioned this project is huge?

I'm working on this as if I'm being paid big-money - so I hope you guys will enjoy it.

ATTENTION EVERYONE: Check my Signature for my latest Weaponry-Sound update, ...the Rocket-Fire and Hagar are completely new, ...and most of the others are fixed up and redone as well. Sounds damn good if I do say so myself. ;)
Tenshihan
Alien
 
Posts: 233
Joined: Sun Jul 06, 2008 11:28 am

Postby HarryButt » Fri Sep 05, 2008 12:40 pm

:shock: I can't find my sounds anymore!
Damn, it seems I have to re-record them...
I'M BATMAN!
HarryButt
Keyboard killer
 
Posts: 560
Joined: Thu Jan 17, 2008 4:51 pm
Location: Hamburg, Germanistan

PreviousNext

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron