Player model specific sounds needed

Developer discussion of experimental fixes, changes, and improvements.

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Mon Aug 04, 2008 8:16 am

  • In Nexuiz svn, you'll find a file with this:

    Code: Select all
    //attack sound/player/voice/attack 1
    //attackinfive sound/player/voice/attackinfive 1
    //coverme sound/player/voice/coverme 1
    //defend sound/player/voice/defend 1
    //freelance sound/player/voice/freelance 1
    //incoming sound/player/voice/incoming 1
    //meet sound/player/voice/meet 1
    //needhelp sound/player/voice/needhelp 1
    //seenflag sound/player/voice/seenflag 2
    //taunt sound/player/voice/taunt 9
    //teamshoot sound/player/voice/teamshoot 5
    death sound/debug/v_death 0
    drown sound/debug/v_drown 0
    fall sound/debug/v_fall 3
    //fall misc/hitground 4
    falling sound/debug/v_falling 0
    gasp sound/debug/v_gasp 0
    jump sound/debug/v_jump 0
    pain25 sound/debug/v_pain25 0
    pain50 sound/debug/v_pain50 0
    pain75 sound/debug/v_pain75 0
    pain100 sound/debug/v_pain100 0


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

    Otherwise, I will have to remove this code AGAIN. As you see above, this is the same system as was previously used for the attack/defend/etc. team radio messages. I recorded my own ridiculous and badly accented voice for this, it was hard to understand, but it worked. I deleted it, due to the low quality of the sounds used for testing and due to NOBODY HELPING EVEN THOUGH I HAD
    SPECIFICALLY ASKED TO.

    So it looks like if nobody of you can help, this will get REMOVED AGAIN.

    The sounds are specified as follows:

    event soundfilebase 0 - plays soundfilebase.wav when the event happens
    event soundfilebase <number> - plays one of soundfilebase1.wav to soundfilebase<number>.wav when the event happens (randomly)

    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

    But given the experience from last time, I bet nobody will make sounds for us anyway, and I'll have to disable that code AGAIN. This lack of support really annoyed me last time, and will sure annoy me this time too.

    BTW: sharing the same sound between models sure makes sense, especially between models of the same sex.
    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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    divVerent
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Mon Aug 04, 2008 8:34 am

  • Dresk made some awesome sounds.
    They are a bit weird tho, emphasis on dying and HUUUURKKKKSPLAUPH.
    I'm away atm but I'll link them in a couple of days when i get back.
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    Rad Ished
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Mon Aug 04, 2008 9:13 am

  • IIRC these sounds were not GPL, not even freely distributable. Or am I confusing them with some other sound pack?
    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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    divVerent
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Mon Aug 04, 2008 9:41 am

  • I'll dig out a microphone if I can find one and have a go.
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Mon Aug 04, 2008 9:47 am

  • I'll try and catch him on irc and ask about the licence.
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    Rad Ished
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Mon Aug 04, 2008 10:04 am

  • I might try and record some stuff too.
    Do we have multiple voices? Like a voice for each model? That would be awesome. Otherwise it would sound very weird, if a female model talks with torus' heavy bass voice or so... :P
    Last edited by HarryButt on Mon Aug 04, 2008 10:09 am, edited 1 time in total.
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Mon Aug 04, 2008 10:06 am

  • Sure, each model can have its own sounds. Any setting a model does not specify uses the default ones.

    These should be entirely different for each model:

    attack
    attackinfive
    coverme
    defend
    freelance
    incoming
    meet
    needhelp
    seenflag
    taunt
    teamshoot

    These COULD be shared, but only among the same sex:
    death
    drown
    gasp
    jump
    pain25
    pain50
    pain75
    pain100

    These can be shared between all models, and thus don't need to be specified in model specific files:
    fall (but possibly the model should say something when landing?)
    falling (not yet implemented)
    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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    divVerent
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Mon Aug 04, 2008 10:24 am

  • divVerent wrote:These COULD be shared, but only among the same sex:
    death
    drown
    gasp
    jump
    pain25
    pain50
    pain75
    pain100
    I suggest sharing between the same race, like human voices, Carni voices, heavy armor cyborg guys, robots etc.

    divVerent wrote:These can be shared between all models, and thus don't need to be specified in model specific files:
    fall (but possibly the model should say something when landing?)
    falling
    What do these sounds mean? Like when somebody is falling, a long AAAAAAAH! or what? :P
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    HarryButt
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Mon Aug 04, 2008 10:25 am

  • falling - no idea, Q3A has that one. Maybe a "whooooosh"?

    But that is why it is not implemented yet - I do not know when it SHOULD come.

    fall - that's the sound when you hit the ground after falling, even if it was just a short way. Probably should not be specified by models usually.
    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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    divVerent
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Tue Aug 05, 2008 1:57 pm

  • Gnargh. Bought a microphone yesterday and then realized that the mic port on Macs doesn't have any amplifier... So I have to shout into the mic.
    Waiting for my salary to get an amplifier/USB-hub...
    You will get your sounds :P
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    HarryButt
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Tue Aug 05, 2008 6:19 pm

  • I just played with the test sounds online. I'd like to request that it be possible to turn them off. Even with good, pseudoprofessional quality I would find the pain and death sounds very annoying and distracting. One of the things I couldn't get past the few times that I tried WSW was how unbelievably annoying all the stupid grunting and screaming were.

    All the team voice messages will be great and I strongly support them... I just want to be able to opt out of audio spam. :P


    Btw, would you consider sound clips from AGK? :twisted:
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Tue Aug 05, 2008 6:33 pm

  • Well, for one, sv_gentle server cvar certainly turns off the sounds. Opting out per-player is currently not possible, though, but can be a server option.

    Jump sounds are actually opt-IN.
    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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    divVerent
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Wed Aug 06, 2008 3:42 am

  • Thanks for the reply, div.

    Ideally I'd like to be able to hear the team messages but not the grunts etc. If nothing else, maybe I can just edit/replace the ones that I don't like.
    Xeno
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Wed Aug 06, 2008 6:35 am

  • Image

    This is what we can do without handling all sounds in CSQC (which would be broken, as they currently cannot track entities).

    Basically, this mixes the 8 channels an entity can have using separate cvars. You can turn off pain sounds that way - and it also is a nice debugging help.

    Only works on new svn servers though, as the distribution of events over the channels was a mess before.
    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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    divVerent
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Wed Aug 06, 2008 8:39 am

  • By the way, do you need the samples to be in mono or stereo? Tenshihan mentioned that for example the footsteps had to be mono to work with distance/direction. I don't know if this is necessary for voice chat, but I'm no audio guy anyway.
    Last edited by HarryButt on Wed Aug 06, 2008 8:44 am, edited 1 time in total.
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Wed Aug 06, 2008 8:41 am

  • Mono, preferably, as they will be spatialized by DP (but nothing breaks if they are stereo, it just won't gain anything).
    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.
    User avatar
    divVerent
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Wed Aug 06, 2008 10:17 am

Wed Aug 06, 2008 8:58 pm

  • :D

    That new menu looks great too. (I also just found sev's wicked menus)

    Great work, thank you!
    Xeno
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Thu Aug 14, 2008 6:48 am

  • Okay, I recorded most of the required sounds :P Have to play around with some distortion stuff though. I heard, torus wanted to do some recordings too.
    Actually I was wondering about female voices. Since we don't have many females around (at least nobody can tell, who's who :roll:) this could be a problem. I asked a friend of mine, who's working at our local "Radio Hamburg" station, if she can find some time to record a few "arrrghs" and "urks". But since I don't know about her english pronounciation "zis might turn owt a littul strange".
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Thu Aug 14, 2008 5:37 pm

Thu Aug 14, 2008 7:25 pm

  • I have 1 male soundpack done, working on a second. The first one is sort of "marine" voice, a hardedge American accent. The second is sort of a generic eastern european accent- I'm not sure how well that one will turn out :)

    Of course, a woman will have to do the female voices. Battlebitch? :D
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Fri Aug 15, 2008 7:39 pm

Fri Aug 15, 2008 7:56 pm

  • divVerent wrote:Image

    This is what we can do without handling all sounds in CSQC (which would be broken, as they currently cannot track entities).

    Basically, this mixes the 8 channels an entity can have using separate cvars. You can turn off pain sounds that way - and it also is a nice debugging help.

    Only works on new svn servers though, as the distribution of events over the channels was a mess before.


    Whoa, I love this. There doesn't seem to be much space left, but would adding volume controls for "public chat" and "team chat" (separately) be possible too? For the beeps. ;)
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Fri Aug 15, 2008 10:11 pm

  • No, unless one of the 8 sound channels is put into one of the others so the free one could be used for team chat. But that seems to be wasteful. Though the team and normal chat sounds are two different files. You could change them to be more distinct.
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    esteel
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Sat Aug 16, 2008 10:15 am

  • torus wrote:First set of sounds- they aren't 100% complete, so please listen and give me feedback :)

    http://www.zshare.net/download/17092899eee3a114/

    Could you mirror this one? This file mysteriously stops downloading every time during the first half... :?
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    HarryButt
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Sat Aug 16, 2008 1:09 pm

  • Btw what has happened to my sounds? :D
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Sun Aug 17, 2008 3:24 am

Sun Aug 17, 2008 3:49 am

  • Amazing stuff, torus!
    The only problem is that they sound exactly like the announcer :P It's no wonder of course, and it's not that big of an issue actually...
    Maybe you could add a radio-style (Low-Pass?) filter to separate them from your godlike-echoing announcer samples.
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    HarryButt
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Sun Aug 17, 2008 4:05 am

  • Actually, I plan on updating the announcer to a more understandable, better enunciated, more epic, and more dominating version :D

    I had the idea of making it sound like a radio too, but I don't think it sounds as good when I tried it. I can upload a sample of the sounds with that low-pass, you can judge for yourself.

    Also, there will be several other player-model voices coming up in the next weeks.
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Sun Aug 17, 2008 6:13 pm

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