Tenshihan's Newest Sound-Releases:

Developer discussion of experimental fixes, changes, and improvements.

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Postby divVerent » Wed Nov 05, 2008 12:53 pm

Oh, and I should write a script to audit the .sounds files, and to check if any sound files are unused by the code...
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 divVerent » Wed Nov 05, 2008 2:08 pm

After fixing all the sounds files, I got:

sound/player/pyria-skadi/player/fall1.ogg is not used by any player model
sound/player/soldier/player/fall1.ogg is not used by any player model
sound/player/soldier/coms/ideas/flagcarriertakingdamage.ogg is not used by any player model
sound/player/soldier/coms/ideas/getourflagback.ogg is not used by any player model
sound/player/marine/player/falling.ogg is not used by any player model
sound/player/fricka/player/fall1.ogg is not used by any player model
sound/player/carni-lycan/player/fall1.ogg is not used by any player model
sound/player/insurrectionist/player/fall1.ogg is not used by any player model
sound/player/reptilian/player/fall1.ogg is not used by any player model
sound/player/torus/fall.ogg is not used by any player model
sound/player/torus/hooah.ogg is not used by any player model
sound/player/specop/player/fall1.ogg is not used by any player model


Also, you sometimes use "fall1.ogg" and sometimes "falling.ogg", and sometimes you have both (and then one is unused).

How do you intended them to be used? Currently these is no code using these sounds, but that may come later.

And does the 4.0.0 pack already contain the "normal leveled" rocket sounds?

I committed all the stuff from that pack, and fixed all the .sounds files. The script "check-sounds.sh" makes a report where the lines I quoted are part of - it is a great help with this.
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 GreEn`mArine » Wed Nov 05, 2008 6:52 pm

My suggestions regarding CTF sounds:
I like the sound "flag taken", but I really miss to know WHICH flag was taken. I would really love it if there were distinct sounds like "red flag taken" and "blue flag taken". I mean, there is a "red scores"/"blue scores", so this suggestion would make sense

another suggestion would be 2 new sounds: "blue flag dropped", "red flag dropped". Atm it seems as if there is no sound at all if the flag is dropped.
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby Tenshihan » Wed Nov 05, 2008 7:08 pm

divVerent wrote: I'm 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.

Yes, the correct military-term in English-speaking culture is "Affirmative". It really means the same thing as "Positive". When I do these recordings, I can do two versions; One saying "Positive" and the Other as; "Affirmative" ...if you like. :)

divVerent wrote: After fixing all the sounds files, I got:

sound/player/pyria-skadi/player/fall1.ogg is not used by any player model
sound/player/soldier/player/fall1.ogg is not used by any player model
sound/player/soldier/coms/ideas/flagcarriertakingdamage.ogg is not used by any player model
sound/player/soldier/coms/ideas/getourflagback.ogg is not used by any player model
sound/player/marine/player/falling.ogg is not used by any player model
sound/player/fricka/player/fall1.ogg is not used by any player model
sound/player/carni-lycan/player/fall1.ogg is not used by any player model
sound/player/insurrectionist/player/fall1.ogg is not used by any player model
sound/player/reptilian/player/fall1.ogg is not used by any player model
sound/player/torus/fall.ogg is not used by any player model
sound/player/torus/hooah.ogg is not used by any player model
sound/player/specop/player/fall1.ogg is not used by any player model


Also, you sometimes use "fall1.ogg" and sometimes "falling.ogg", and sometimes you have both (and then one is unused).

How do you intend them to be used? Currently these is no code using these sounds, but that may come later.

The "fall1.ogg" file is for when a player falls a relatively short-distance, yet lands safely making an "ummph!" sound on impact.

The "falling.ogg" is for when the player falls to their death because the height is too far to survive. (I guess used for spacemaps?) Perhaps this can't be used for Nexuiz right now. I made the files anyway in case you guys ever wanted to use them, ...perhaps later if anyone makes a single-player campaign for Nexuiz?

divVerent wrote: And does the 4.0.0 pack already contain the "normal leveled" rocket sounds?

I committed all the stuff from that pack, and fixed all the .sounds files. The script "check-sounds.sh" makes a report where the lines I quoted are part of - it is a great help with this.

Yes, the 4.0.0 pack has the re-leveled 'rocket-fire' sound and Nex-Fire sounds, ...I hope they work properly now for you.

Hmmn, that 4.0.0 pack was a beta for your personal-testing, ...I wasn't sure if it's ready to be fully committed, ...I hope it sounds ok, but I re-did the 'Laser-Fire' last night and I think it turned out better than the one I had made before, ...gave it more bass and a longer delay so it feels like it DOES possess some 'push' to it - as one of the members here asked for. I will RE-upload version 4.0.0beta to the same folder (overwriting it) and then you can see if you like the laser as well. (Hopefully you will.)

*** SEE BOTTOM OF THIS MESSAGE FOR UPDATE ***

I also want to somehow REDO the coms for the spec-ops female player. Right now they are too quiet and don't sound very clear. I only had one female voice-actress to work with - once, so I didn't get another set of individual sounds and had to add a 'radio-voice' to the existing ones made for Pyria-Skadi, ...so it's unfinished as far as i'm concerned.

On a personal note, ...I have the most amazingly awesome migraine headache today - thanks to this Flu, my sinuses are so congested that I've hardly slept in two days.
(...I really, really want to drill a hole into my head to release the pressure...)
---

EDIT: For some unknown blasted reason, my internet is slower than dial-up right now and I CAN'T upload the newest version of my soundpack! ....Until this problem is resolved, ....i'm sorry but we'll have to wait.
Last edited by Tenshihan on Wed Nov 05, 2008 7:37 pm, edited 1 time in total.
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Postby Tenshihan » Wed Nov 05, 2008 7:11 pm

GreEn`mArine wrote:My suggestions regarding CTF sounds:
I like the sound "flag taken", but I really miss to know WHICH flag was taken. I would really love it if there were distinct sounds like "red flag taken" and "blue flag taken". I mean, there is a "red scores"/"blue scores", so this suggestion would make sense

another suggestion would be 2 new sounds: "blue flag dropped", "red flag dropped". Atm it seems as if there is no sound at all if the flag is dropped.

Yes, I agree. I will also work on those new sounds when i'm feeling better.
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Postby divVerent » Wed Nov 05, 2008 8:03 pm

Okay, I applied the following changes:

weapons/tink1.wav for casings is no longer 0.5x as loud
weapons/rocket_fly.wav is no longer 0.4x as loud
weapons/rocket_det.wav is no longer 0.5x as loud

Now all sounds are played at the volume of the files.

And rename the "positive" to "affirmative", you've got my okay for this.

I added support for "fall" and "falling" in the sounds file, but it is still unused by the game code. The problem with playing "fall" is - when to play it exactly. After landing? But then it would replace the existing hitground sound...

The complete list is now (sorry for QC code):

Code: Select all
#define ALLPLAYERSOUNDS \
        _VOICEMSG(death) \
        _VOICEMSG(drown) \
        _VOICEMSG(fall) \
        _VOICEMSG(falling) \
        _VOICEMSG(gasp) \
        _VOICEMSG(jump) \
        _VOICEMSG(pain25) \
        _VOICEMSG(pain50) \
        _VOICEMSG(pain75) \
        _VOICEMSG(pain100)
#define ALLVOICEMSGS \
        _VOICEMSG(attack) \
        _VOICEMSG(attackinfive) \
        _VOICEMSG(coverme) \
        _VOICEMSG(defend) \
        _VOICEMSG(freelance) \
        _VOICEMSG(incoming) \
        _VOICEMSG(meet) \
        _VOICEMSG(needhelp) \
        _VOICEMSG(seenflag) \
        _VOICEMSG(taunt) \
        _VOICEMSG(teamshoot) \
        _VOICEMSG(attacking) \
        _VOICEMSG(defending) \
        _VOICEMSG(roaming) \
        _VOICEMSG(affirmative) \
        _VOICEMSG(negative) \
        _VOICEMSG(onmyway) \
        _VOICEMSG(seenenemy) \
        _VOICEMSG(getflag) \
        _VOICEMSG(droppedflag) \
        _VOICEMSG(flagcarriertakingdamage)


"getourflagback" is IMHO covered by "getflag".

default.sounds is now updated with the new full list.
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 divVerent » Wed Nov 05, 2008 8:34 pm

And as for the pack being beta - well, I kinda needed it, and this is svn trunk anyway. people do not EXPECT it to work well. I was assuming it was beta and not the finished 4.0.0 yet. But still to be able to make code changes that use these sounds, I need the sounds to begin with, or svn is more broken than it should. I can only make exceptions for the "coms" sounds, as missing sounds there simply mean the sounds won't play after the "cmd voice ..." command, but nothing more serious.

I did not expect these sounds to be final, and sure, you can change whatever you want in them. But take the sounds files I made in svn, they contain many fixes. I think I'll also append these files by the lines for the new sounds, commented out.
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 Alien » Wed Nov 05, 2008 10:06 pm

Maybe when distance between player and ground object is more than some value (above which player is injured) or there is only trigger hurt below, falling is played, otherwise fall.
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Postby GreEn`mArine » Wed Nov 05, 2008 10:52 pm

With the beta of the new soundpack, I can actually barely hear the hitsound now.
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Posts: 1509
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Location: Germany

Postby Tenshihan » Thu Nov 06, 2008 3:06 am

divVerent wrote:Okay, I applied the following changes:

weapons/tink1.wav for casings is no longer 0.5x as loud
weapons/rocket_fly.wav is no longer 0.4x as loud
weapons/rocket_det.wav is no longer 0.5x as loud

Now all sounds are played at the volume of the files.

And rename the "positive" to "affirmative", you've got my okay for this.

I added support for "fall" and "falling" in the sounds file, but it is still unused by the game code. The problem with playing "fall" is - when to play it exactly. After landing? But then it would replace the existing hitground sound....

I was wondering - when exactly is the weapons/tink1.ogg actually played? What event triggers it? I just went and played the game to check - but couldn't hear it. Is it a surface-contact sound? Or a weaponry-brass sound-effect? I haven't heard that one discernably yet.

Cool, I will make it "affirmative" then. ;)

I was wondering if you could use the same sort of channel-mix for the "fall1" sound to combine WITH the already existing ground-hit sounds, ...much like how you have the 'strength-fire' go at the same time as the weapon-firiing, ...is this possible? If it sounds terrible then I can try to redo the sounds, ...and if it STILL doesn't sound right - then we can delete the whole concept altogether.
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