Tenshihan's Newest Sound-Releases:

Developer discussion of experimental fixes, changes, and improvements.

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Sun Nov 02, 2008 7:24 pm

  • And as for the critique of the electro sounds - I actually like the fact that electro is harder to hear now. Electro primary is just an energy beam, and I imagine no moving parts responsible for firing it, and not a huge energy discharge either (as opposed to the nex), so making it less loud DOES make very much sense. If it ends up making the electro a "more sneaky" weapon - why not, electro is in the bottom half of the weapon balance anyway, so such a change will bring it some places up.
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    divVerent
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Sun Nov 02, 2008 8:48 pm

  • Tenshihan wrote:
    GreEn`mArine wrote: Personally, I will certainly either alter a few sounds so that they fit into my personal scheme of how loud I like the sounds to be, or replace some the weapon/pickup sounds with the old ones again.

    Hopefully my re-leveling of these sound-aspects will satisfy your needs, ...I aim to please as many people as possible and respond well to any positive criticism that helps evolve Nexuiz.

    Cheers mate,

    With friendship,

    ~Tenshihan

    Thank you ;). I will of course get the new pack once it's there and test the re-leved sounds, and do the frequency analysis at this point as well (I wanna find out how the old v2.4.2 sounds, your at that point "old" sounds and your new sounds compare to each other).
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
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Sun Nov 02, 2008 9:24 pm

  • Tenshihan wrote:
    --FraNcoTirAdoR-- wrote: And the nexes sound surpresses that bipping, what is played when you hit a player.

    Do you NEED to hear the 'hit' sound when you hit someone with a Nex, or aren't the flying-gibs enough of a sign that you "got them"? To put it another way - should the "Hit" sound be LOUDER than the Nex so you can hear it? ...Does anyone really have to answer that question?

    Most of the time you need more than 1 nex shot so the "hit sound" sould be louder in my opinion


    --FraNcoTirAdoR-- wrote: The best example is the laser: it reminds me of a super mario jump now, I swear :D Its like the weapons would turn into a techno felling games killing arsenal, I dont even dare to say which game I think about (starts with "W" :D ) The bass and depht are missing way too much...

    ...Unless you provide positive criticism that could help improve anything, the rest of this post is meaningless to me.[/quote]

    Franco is right, i think we should keep the laser sound or improve this one because it does not sound really "Nexuiz" imo , like the Crylink ( reminds me of ASCII-weapon in LieroX , no one knows it anyway :) ) and the electro balls sound could be improved too
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Sun Nov 02, 2008 9:34 pm

  • I can hear the Nex hit sound just fine. Headphones problem again?
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    divVerent
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Sun Nov 02, 2008 10:00 pm

  • Your 'scratching noise' is most likey attributed to the same problem I just talked about - loose parts of glue-resin in your headphones.


    Bought 3 days ago. And, well... Many players can't afford very high quality headphones or sound-system, does it mean they all wont be able to enjoy that new sound in Nexuiz? :shock: I'm not sure they will be comforted by thinking "Ahh whatever, its just my heaphone" :)



    As for the launch sound itself; ...Should it be so quiet that you can hear EVERYTHING around you? How about NOT putting yourself in a position to be hit with a Nex? (Seems to me that strategy would be the best solution. Myself? I try to NOT stay still (or visible) while playing Nexuiz. Maybe that's just the Ninja in me?) :roll: Whether or not you can hear a Nex shooting at you is irrelevant if you are caught in it's crosshairs, ...because you KNOW without a doubt when you are hit. :lol:


    Hehe, true :P But since the most played maps in CTF (at least in europe) are all wide-open (greatwall, facing and mental etc) its not that easy for the most players to move stealthed --> they will be under nex fire. However what you pointed is correct for most small sized maps/closed.



    Do you NEED to hear the 'hit' sound when you hit someone with a Nex, or aren't the flying-gibs enough of a sign that you "got them"? To put it another way - should the "Hit" sound be LOUDER than the Nex so you can hear it? ...Does anyone really have to answer that question?


    Yes, it is VERY important to hear if you hit a player or not with nex, because you know then that his hp/armor is certainly very low (at least not high any more). Think it drastical: if the hit sounds would be turned off, it would be almost impossible to measure the targets hp.



    Turn your treble DOWN on your PC's equalizer, my sound-frequencies are NOT 'too high' at all. (Again as explained in my most previous post)


    Kk, I will try that.



    ...Unless you provide positive criticism that could help improve anything, the rest of this post is meaningless to me.


    What I meant (and pointed earlier) that the lasers new sound doesnt represent the feeling of a push-weapon in my opinion. Now it is much harder to hear someone using laserjump for example. I am not a DM player, so more experienced guys may confirm it (or send me the heck away :lol: ) but for that gametype this new sound makes people use laser more often since its harder to measure the exact location where the laserjump was made, and will reduce the importance of the of noweapon-skilljumps, because players are stealthed "by default".



    I hope you didnt misunderstand the purpose of my earlier post, I really appriciate your efforts and results that you are making in the sound section of Nexuiz (kept about 70% of the new sounds, so im not against anything new), but anyway, I will ask around to see if other players have the same problems with those issues I mentioned :)
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Sun Nov 02, 2008 10:09 pm

  • divVerent wrote:And as for the critique of the electro sounds - I actually like the fact that electro is harder to hear now. Electro primary is just an energy beam, and I imagine no moving parts responsible for firing it, and not a huge energy discharge either (as opposed to the nex), so making it less loud DOES make very much sense. If it ends up making the electro a "more sneaky" weapon - why not, electro is in the bottom half of the weapon balance anyway, so such a change will bring it some places up.


    Hmm, convinced me a little about electros new primary sound. This way electro would have a "sneaky-feature" and would raise its importance so maybe not only the rl-nex-mortar trio would be preferred anymore. :)
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Sun Nov 02, 2008 10:11 pm

  • Is it just me but I know exactly where the players are all the time based on the sounds. I have no problems with them whatsoever. I can also hear which weapons they use, if it is laser or any other (and determine their location by that). I use headphones as well sometimes, sometimes I use my surround system too, even with that I have no problem (there aren't any surround sound in Nexuiz, right?).
    Anyway, I too agree a bit with increasing the 'hit' sound or possibly lowering the Nex sound. Sometimes (rarely) I have a hard time knowing if I hit my target or not. It's just when a lot of action is taking place where I can miss the 'hit' sound made by the Nex.
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Sun Nov 02, 2008 10:20 pm

  • I just tried the sounds out with the following, representative, low-budget equipment:

    Onboard audio (Intel 8x0). However, I also tested with my SB Live. No real noticable difference.

    a) Cheap EUR 2 earphones without any name plugged directly into sound card
    b) Cheap EUR 2 earphones without any name plugged into >10 years old radio cassette recorder, getting the PC's sound via Line In (I actually use this normally with my sound card, as it has nice speakers and a subwoofer built in)
    c) Using the speakers of said radio cassette recorder

    In the recorder, I tried:
    1. "Turbo Bass Generator" on, EQ = +10 bass, +5 midtones, 0 treble
    2. "Turbo Bass Generator" on, EQ = 0 bass, 0 midtones, 0 treble
    3. "Turbo Bass Generator" off, EQ = 0 bass, 0 midtones, 0 treble
    4. "Turbo Bass Generator" off, EQ = -10 bass, -10 midtones, +10 treble

    I found out:
    • I can always hear all the sounds well, even electro fly.
    • Nex shot never covers the hit sound for me - I can really easily hear it.
    • EQ settings 4 are indeed worst (and sounds awfully distorted, it's just too much treble and not enough bass), which backs up Tenshihan's assumptions of a bad frequency response curve being at fault, but even with these I can hear the hit sound from a Nex shot easily. At EQ settings 1 (using extra bass, basically), I can hear some sounds better like spawn sounds and moving sounds (e.g. hitting ground). This may be an advantage.


    So I conclude that - if you really cannot hear the hit sound behind your own Nex shot - something must be wrong with your audio equipment, as EUR 2 earphones or a 10 years old radio cassette recorder's speakers beat it. Anyway, as increasing bass (or reducing treble, of course) improves hearing of the sounds, I recommend you doing that if you feel you must. But maybe you just have bad settings (like high treble, low bass) in your sound card mixer (like, once tried stuff out, rebooted, and it saved the settings).

    Another thing that may help you is the channel mixer that will be in Nexuiz 2.5. It allows you to turn down the volume of weapon sounds, and keep other categories of sounds (e.g. the hit sound) at their full volume. You can already do that if you make your own svn build.

    BTW, I did not use any cables with gold plugs :P
    1. Open Notepad
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Sun Nov 02, 2008 10:26 pm

  • I should also probably mention that the headphones I'm using are old like the street. I also dropped them a couple of times to the ground and they broke twice. I had to glue them back together a few times. But surprisingly I still hear everything clearly :D And the mic still works as well. If some sounds does get distorted which happens incredibly rarely, I wouldn't be surprised if it is my headphones fault :)
    It's some kind of old 'Media-Tech' headphones.
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Mon Nov 03, 2008 12:05 pm

  • 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...
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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
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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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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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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
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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
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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
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    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 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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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
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    divVerent
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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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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.
    User avatar
    divVerent
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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.
    User avatar
    divVerent
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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.
    User avatar
    divVerent
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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
    GreEn`mArine
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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.
    Tenshihan
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    Posts: 233
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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.
    Tenshihan
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    Posts: 233
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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.
    User avatar
    divVerent
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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.
    User avatar
    divVerent
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    Posts: 3809
    Joined: Thu Mar 02, 2006 4:46 pm
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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.
    Alien
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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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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.
    Tenshihan
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