Tenshihan's Newest Sound-Releases:

Developer discussion of experimental fixes, changes, and improvements.

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Postby divVerent » Mon Nov 03, 2008 1:38 pm

Although I do not hear a problem with rocket_fire.ogg, it apparently IS too loud, caused by vorbis compression artifacts. The peak value is at 32906, but the highest allowed value is 32767. Lower the volume by maybe 2 percent, and re-encode it, to fix this.

Never reach the limit 32767 exactly with vorbis files - always stay about 1% below that level, to avoid compression artifacts causing clipping when decoding. The same holds for any other lossy compression format, of course.

I got these numbers using the program "vorbisgain":

Code: Select all
[polzrud@polzrud vorbisgain-0.36]$ ./vorbisgain -d ../rocket_*.ogg*
Analyzing files...

   Gain   |  Peak  | Scale | New Peak | Track
----------+--------+-------+----------+------
-6.64 dB |  32906 |  0.47 |    15321 | ../rocket_fire.ogg?revision=4922
-10.04 dB |  30348 |  0.31 |     9553 | ../rocket_impact.ogg?revision=4922
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.
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Postby Tenshihan » Mon Nov 03, 2008 5:57 pm

divVerent wrote: Although I do not hear a problem with rocket_fire.ogg, it apparently IS too loud, caused by vorbis compression artifacts. The peak value is at 32906, but the highest allowed value is 32767. Lower the volume by maybe 2 percent, and re-encode it, to fix this.

I've actually already fixed the louder weapon sound-levels such as the Rocket-launcher and Nex (since my last release), ...I've been analyzing every sound file I make now with even greater detail.

Hopefully this next release will satisfy everyone, ...and if not? I WILL keep trying.

Peace everyone,

~Tenshihan
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Postby Tenshihan » Mon Nov 03, 2008 6:32 pm

terencehill wrote:I appreciate almost all your sounds, u did a very good work.

I express here some criticisms:

The laser sound: I like this new sound too, but I guess it was a bit better the old one. It just fitted well with such a weapon.

The nex sound: too much powerful in the beginning, I personally prefer a softer sound, just to differentiate the nex from a real life sniper weapon.
About the hit sound whit nex shot: I hear the hit sound roughly 95% of the times, but it's very odious that 5%. I guess it's due to some other loud sounds played at the same time of the nex shot (maybe rl sound or gl sound). Here is why, u can't notice it unless u experience such a rare situation from yourself. Never had this problem with old sound.

The rl sound: I guess me too, like francotirador, that it sounds as if it has been recorded with a too high volume. I feel immediately this defect on any kind of sounds and songs; and my ears hate them *. I guess that the sound u used, taken from a real rl shot, have this problem. II can't understand why u don't notice it... strange... it really seems for me so much evident...

* like the new Metallica album... sound totally fucked up trying to give as much volume as (im)possible. Luckily they did a guitar hero version of the album so now it can be listened...


I'm beginning to wonder if there is a conflict in sound-processors in Europe as to North America, perhaps there's an incompatibility problem? I've noticed that everyone who says the sound is too loud is from over there, whereas everyone here in North America seems to think the sounds are fine, ...I'm not positive about this idea of course, But I'm beginning a hypothesis that - like the electricity being different there as to here, perhaps the encoding software indiginous to soundcards there is somewhat different as well?

Perhaps someone can put-together a poll about this (I have no idea how to make such things) It could be based on the following:

Your Location geographically; (We don't need your address, just general location; eg: I'm in Ontario, Canada. This information would be used to estimate if the problem is local to a certain area, so we can then investigate the standards of sound-development software and hardware indiginous to that area.)

Your Computer specifications listing; make, model, and age.

Your Soundcard specifications listing; make, model, and age.

Your Sound-Equipment's (amplifier) specifications listing; make, model, and age. (This includes headphone details and/or speaker details, especially if you are using the newer 5.1 simulated surround.)

My first suspicions are that if you ARE using the simulated 5.1 surround sound headphones, that the distortion is being caused by the synthesized (artifical) surround, with is in actuality - an algorythm that causes a reverb-delay and also - subsequently - artifically increases the initial volume (gain) of the sound-files to be over maximized in ratio to the reverbed delay effects.

If you ARE using surround-headphones, (instead of regular stereo ones) ...then make sure that your sound-system is set to STEREO, NOT surround, because that would artifically unbalance the synthesized reverb effect, causing distortion. The engineers of the headphones usually write this in the instructions, but many people simply use the same settings as their speakers, and just plug-in their headphones without realizing this incompatibility can happen. (Not really your fault, but to my knowledge, they haven't fixed this oversight as of yet.)

Try my idea - and see if this clears it up, ...however if it doesn't - then we will have to hypothesize another solution, ...let's try to solve this mystery as a team.

Cheers guys,

~Tenshihan
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Postby Tenshihan » Mon Nov 03, 2008 8:51 pm

Ok, DivVerent, I've made the following 3 new weapon-sounds;

<Path>
tenshihan.v4.0.0.pk3\sound\weapons\crylink2.ogg

tenshihan.v4.0.0.pk3\sound\weapons\crylink_impact.ogg

tenshihan.v4.0.0.pk3\sound\weapons\tag_rocket_fly.wav

---

I will still need your help to code all the new player-sounds I'm currently working on.
But I wanted to ask first, do you have a preference for using the name "letsgo" instead of "attackinfive"? (I noticed that "letsgo" line was still in the "zym.sounds" files, is this intentional? Or does something else need to be altered to make these sounds work?)

I ask because of the standards we mentioned togther in an earlier post - of having a generic "player.zym.sounds" template to match with for all player-models (and any future models) to adhere to.

Also, how do I trigger the Player "Coms" sounds in-game? I'm afraid that I haven't figured that part out. Or have these sounds just not been implemented (coded) to work yet? I noticed the 'teamshoot' files work great as an auto-response, perhaps the 'Taunts' could also be triggered similarly (and randomly) upon player-death - depending of course on which player-model (sounds) shot the player who dies?

(Which reminds me - I have put all the 'taunts' in the 'coms' folder, rather than 'player' folder = For your reference)

Thanks in advance,

~Tenshihan
Tenshihan
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Postby divVerent » Tue Nov 04, 2008 7:13 am

Well, I cannot code support for these sounds without having the sounds, or they (in this case crylink secondary fire) will be soundless on svn servers.

When is crylink_impact to be played?

And I prefer it to be attackinfive, but what name the ogg files have I don't care. I did not look at the .sounds files much, I instead ran a script that added // for nonexistant files.

As for a template - default.sounds is exactly that, imho.

The Coms are played using "cmd voice attackinfive" for example.

And BTW, I am from Germany, and the only sound that actually sounds distorted to me is the electro combo, but I take it that is intentional.
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
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby divVerent » Tue Nov 04, 2008 12:37 pm

I added the following code:
- Seeker uses tag_rocket_fly.wav
- Crylink will use crylink_impact or crylink_impact2 depending on fire mode when it explodes
- Crylink secondary will use crylink_fire2
- Seeker now uses:
- seeker_fire, seekerexp1 to seekerexp3 for the missiles
- tag_fire, tagexp1 to tagexp3 for the tag when it did not hit, tagimpact when it hit
- flac_fire, flacexp1 to flacexp3 for the flac
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

Postby Tenshihan » Tue Nov 04, 2008 8:18 pm

divVerent wrote:Well, I cannot code support for these sounds without having the sounds, or they (in this case crylink secondary fire) will be soundless on svn servers.

When is crylink_impact to be played?

And I prefer it to be attackinfive, but what name the ogg files have I don't care. I did not look at the .sounds files much, I instead ran a script that added // for nonexistant files.

As for a template - default.sounds is exactly that, imho.

The Coms are played using "cmd voice attackinfive" for example.

And BTW, I am from Germany, and the only sound that actually sounds distorted to me is the electro combo, but I take it that is intentional.

Sorry I forgot to upload the beta version of 'tenshihan-v4.0.0.pk3'.

You can get it now from the folder called; "FOR_DEVELOPMENT_TEAM"

I also made a new armor10 sound, for those cool-looking vest-armor icons, ...should you want to encode that sound for that icon, I think it would be great. :)

Unfortunately - due to having the flu, right now - I haven't been able to do any new vocal recordings for the "Item-dropped", etc, that you asked for, ...i'm really sorry man, but I need my voice working correctly to match the previous accents I used for the different player-models. I'm HOPING this damn flu will be gone by the end of the week, ...and hopefully I can get them FINISHED by that time.

Oh, the "Crylink_Impact" is intended for any map surfaces, because right now it's mute and does nothing when it shoots anything other than a player, ...hopefully you will like my new sound - but since it's new, i'm definitely open to suggestions for alteration.

Hmmn, the "default.sounds" template doesn't have all the sounds listed that you asked for me to make, so here is my player-sound list so far, using "carni-lycan" as an example: (I HOPE i've done this right, otherwise, I hope you can fix it, please?)

attack sound/player/carni-lycan/coms/attack 0
attackinfive sound/player/carni-lycan/coms/attackinfive 0
coverme sound/player/carni-lycan/coms/coverme 0
defend sound/player/carni-lycan/coms/defend 0
freelance sound/player/carni-lycan/coms/freelance 2
incoming sound/player/carni-lycan/coms/incoming 0
meet sound/player/carni-lycan/coms/waypoint 0
needhelp sound/player/carni-lycan/coms/needhelp 2
seenflag sound/player/carni-lycan/coms/flagseen 0
taunt sound/player/carni-lycan/coms/taunt 3
teamshoot sound/player/carni-lycan/coms/teamshoot 3
death sound/player/carni-lycan/player/death 3
drown sound/player/carni-lycan/player/drown 0
falling sound/player/carni-lycan/player/falling 0
gasp sound/player/carni-lycan/player/gasp 0
jump sound/player/carni-lycan/player/jump 0
pain25 sound/player/carni-lycan/player/pain25 0
pain50 sound/player/carni-lycan/player/pain50 0
pain75 sound/player/carni-lycan/player/pain75 0
pain100 sound/player/carni-lycan/player/pain100 0
//
(end)
------

Germany! ...I'm glad to hear that your system doesn't distort then, ...i'm guessing that this problem must be caused by plugging in headphones when the system itself is set to 5.1 surround to begin with, instead of keeping it at stereo when using them.

Yes, the "electro combo" sounds awesome as is - I only took off the pop from the end of the wave that was there, ...I think it's perfect as is. (I tried once to minimize the distortion, but it lacked the same powerful feeling after making such a change), so I put it back. ;)
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Joined: Sun Jul 06, 2008 11:28 am

Postby divVerent » Tue Nov 04, 2008 8:53 pm

I also made a new armor10 sound, for those cool-looking vest-armor icons, ...should you want to encode that sound for that icon, I think it would be great. :)


Sure. Written it down.

Hmmn, the "default.sounds" template doesn't have all the sounds listed that you asked for me to make, so here is my player-sound list so far, using "carni-lycan" as an example: (I HOPE i've done this right, otherwise, I hope you can fix it, please?)


The new sounds are not existing yet, and thus can't be in default.sounds yet (torus probably will have to make them too). But I envision adding these lines:

attacking sound/player/carni-lycan/coms/attacking 0
defending sound/player/carni-lycan/coms/defending 0
roaming sound/player/carni-lycan/coms/roaming 0
positive sound/player/carni-lycan/coms/positive 0
negative sound/player/carni-lycan/coms/negative 0
onmyway sound/player/carni-lycan/coms/onmyway 0
seenenemy sound/player/carni-lycan/coms/seenenemy 0
getflag sound/player/carni-lycan/coms/getflag 0 ("Get the flag!", like after killing the flag carrier)
droppedflag sound/player/carni-lycan/coms/droppedflag 0
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

Postby Tenshihan » Tue Nov 04, 2008 9:18 pm

divVerent wrote:Sure. Written it down.

The new sounds are not existing yet, and thus can't be in default.sounds yet (torus probably will have to make them too). But I envision adding these lines:

attacking sound/player/carni-lycan/coms/attacking 0
defending sound/player/carni-lycan/coms/defending 0
roaming sound/player/carni-lycan/coms/roaming 0
positive sound/player/carni-lycan/coms/positive 0
negative sound/player/carni-lycan/coms/negative 0
onmyway sound/player/carni-lycan/coms/onmyway 0
seenenemy sound/player/carni-lycan/coms/seenenemy 0
getflag sound/player/carni-lycan/coms/getflag 0 ("Get the flag!", like after killing the flag carrier)
droppedflag sound/player/carni-lycan/coms/droppedflag 0


Awesome, ...this list will help greatly. I was actually hoping that Torus's voice could be used for the player 'Grunt', ...I provided a folder in my soundpack where I slowed his voice down a bit - and it suits the model perfectly (I think).

I wanted to ask though, ...for this one;

positive sound/player/carni-lycan/coms/positive 0

Do you want the word to be "positive" or "affirmative" like a spoken military term?

...also, I know this IS asking a lot - but if you could please go into fine detail and find out if I have the codes right between the player-model.zym sounds as to the actual player sound folders, and make sure they all match up, because that's tough for me to compare, ...so far i've tried my best - but i'm SURE i've screwed up somewhere.

Thanks!
Tenshihan
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Posts: 233
Joined: Sun Jul 06, 2008 11:28 am

Postby divVerent » Wed Nov 05, 2008 12:51 pm

I am not a native speaker, and never was in the US army either, but whether the word is "affirmative" or "positive" would not matter to me. In US movies translated to German they say "positiv".

Does anyone know this for sure?

In case "affirmative" is the "right" word to use there, I'd prefer the sound identifier to be that one too.
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

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