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Eklei
Regular Member
 
Posts: 27
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« Reply #16 on: May 21, 2009, 12:00:09 AM » |
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I noticed the changed sound after installing the new version, after years of not playing the game. My original reaction was, basically, they changed it now it sucks! Then I got used to it and I don't mind anymore. The new sound is certainly more robust. Of the available options, I feel the current expm.wav is the best. It's louder than the original, which is probably why my initial reaction was negative, but when I make it quieter, the result just doesn't feel right. It's supposed to be an explosion, after all. My vote is for the new one we have now. I think we're just accustomed to the old one, and the new one will take getting used to. Of course, different sounds for different weapons would be a good thing. Currently the tiny little mass driver produces the same impact noise as the torpedoes or even the big honking cannon.
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NiteHawk
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« Reply #17 on: May 21, 2009, 07:26:23 AM » |
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Yes I agree about different weapons making different explosion noises this is true It is a quite powerful noise though compared to what it was, though, thats why I think players dislike it. I could techinally use the same sound and perhaps tone it down a notch, lemme see, I'll try something today anyways, not garenteed though  I don't mind the noise for missiles and stuff, I think it fits well, but when you clobber a planet with 100 massdrivers and you are greeted with a very powerful sound, thats the issue I have with it  Though in the end having different 'booms' would be a nice effect. Though me and ATC talked about this. He made me a nice 'shield' damage hit for ships which is pretty nice 
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NiteHawk
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« Reply #18 on: May 21, 2009, 10:39:01 AM » |
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I think another issue in general is that the explode sound is twice as long as the original, so it bunches up alot more. I kind of reduced the DB and increased speed or pitch, there generally almost all the same except for some minor differences... original one is atcs expmorig.wav ... Dunno. It's less strong but eh, who knows. http://stellarfrontier.net/upload/files/EXPMorig.wavhttp://stellarfrontier.net/upload/files/EXPM1.wavhttp://stellarfrontier.net/upload/files/EXPM2.wavhttp://stellarfrontier.net/upload/files/EXPM3.wavhttp://stellarfrontier.net/upload/files/EXPM4.wavhttp://stellarfrontier.net/upload/files/expm5.wav (other one but kinda sounds same) Any better? Would be nice to get says on everyone from the first posts of sounds until this one because many seemed to not enjoy it but when we throw suggestions up no one replies, and then when its added, then they complain, which is slightly annoying, no offence  Quality is a tad reduced here for now but ill leave it the same 'quality' in game, just since atm my Bandwidth is capped and its difficult to upload anything atm. I still think the generic boom needs to be less strong and reduced in time so its not clogging up most of the sounds in game.
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AdmiralTigerclaw
Sound Developer
Expert Member
   
Posts: 734
Naval Commander: Forum Sound Admin
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« Reply #19 on: May 21, 2009, 01:51:42 PM » |
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Let me just jump in here and give you the actual lowdown on the default sound set of classic stellar frontier.
I've been through the sounds, and I know exactly why people like them. It's not neccissarily because of what you mentioned Eklei...
Most of the sounds you hear are actually ripped directly and shamelessly from popular sci-fi... Mostly Star Trek, or just generic random sounds that sound like they came out
You don't believe me? Open the wave folder and start clicking through the contents. Especially torpedos... What will you hear? Photon Torpedos of varous styles.
The sound 'actcomm' is one such offender. It's the logoff sound, but if you notice, it's a star trek computer beep, with a strange extra tone. The extra tone is from background music. The sound was cut directly out of a Star Trek TNG episode.
It's a wonder Paramount didn't sue the pants off of Stardock back in the day when SF was an actual product. With half the sounds ripped from Trek, and the other half sounding like stuff stolen out of windows 98 theme sounds, I can safely say that SF doesn't really HAVE a sound design and the attraction to the old sounds is a combination of Nostalgia for The Good Times, and familiarity with Star Trek sounds.
As the Chief Sound Director for this project, I can assure you that there WILL be actual sound design going on for the project. With the various improvements planned for Project Frontier's future, a good and true sound designer is a must. I've already built a high quality soundtrack for the game, and I plan to bring high quality, strong RICH sounds that immerse, but do not become annoying.
Nite, if you would, do me a favor. Post up the following sounds I created
Dock In Dock Out Drive QE Qtrans Qout
You can see just what I mean by meaty and strong rich sounds.
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GCFA Naval Commander Veteran Player - Supreme Spaceforce Agressor Owner: Samurai Penguin Studios Listen on Last.FM
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NiteHawk
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« Reply #20 on: May 21, 2009, 02:24:23 PM » |
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When I get a better connection I will, I got bandwidth capped a couple days ago and them files are pretty large.  Atm all I got is 15k a second maximum, for everything, kinda lame but apparently I went over bandwidth. Though the sounds he did make are good, I like those ones, however, I still think it's not because about star trek stuff, at least not a impact sound. I think most of the sounds are pretty annoying anyways currently in game. But the impact noise is very strong, thats I think a main reason why people don't like it.  But I do agree they need changing though. But I still think the impact needs to be lighter, not saying we won't be using it for 'some' weapnos, but a new 1.9ish seconds vs 0.52 seconds also makes a big difference because it stacks alot more and it packs a heavy punch sound. That's why I was trying to increase the tone/speed of it or come up with something else thats not as powerful. I don't think there basing a 'explosion' sound off Star Trek, though I do agree with some sounds they do base it off Star Trek, like the torpedos for example.
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Eklei
Regular Member
 
Posts: 27
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« Reply #21 on: May 21, 2009, 08:37:26 PM » |
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The expm.wav file is not "actually" 1.9 seconds long. Most of it is dead silence, starting before 0.8 seconds. I'm nothing special with sound, but nevertheless attached is my contribution. I'm sure ATC will make or has made something to blow us all away, but I did this for the interim.
expm1.wav is basically the same as the current expm.wav, but it's been shortened to 0.80 seconds, and changed from stereo to mono since it's a point source sound anyway. Together these also dramatically reduce the file size, with no real change in quality. This is intended for weapons like torp, smart, heat, cannon, etc.
expm2.wav is expm1.wav simply sped up 50% and deamplified 3 dB, length is 0.53 seconds. This is intended for weapons like railgun, dart, etc.
expm3.wav is expm1.wav simply sped up 100% and deamplified 6 dB, length is 0.40 seconds. This is intended for weapons like massdriver, rapid1, flames, etc.
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NiteHawk
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« Reply #22 on: May 22, 2009, 01:26:32 AM » |
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Cool thanks  I'll give it a go and see how it runs in game. And yeah in general ATC does some awesome work for sounds, I got some good ones but I'll have to share them when I actually get my KBs back. They put a bandwidth cap last month on these types of internet that I am on now, and I didn't realize, it's difficult to do anything in general. If I sit on MSN/AIM and try to browse, makes it almost impossible, kinda sad  Going to be switching out of this garbage soon. I do love how they can add this huge change in but its' allowed in the contract. But yeah, it is good to remove the silence bit of it, mainly because its still 'wavs' that are running for no reason and using resources 
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NiteHawk
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« Reply #23 on: May 22, 2009, 01:46:06 AM » |
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Sounds good. Isn't as powerful as it was and now we have 3 types of explosion noises 
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NiteHawk
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« Reply #24 on: May 28, 2009, 08:28:08 AM » |
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For everyone wondering where there 'sounds' don't use medium or light sounds in there custom mods:
Default sound, if you leave it unchanged, uses the sound ATC has created, explode, which is a heavy hitter sound. The two extra sounds were edited versions done by Eklei, which are Medium-explode2, and Light-explode3.
Basicly, if you wish to use medium/light sounds, change the explode sound in your missile design files to use explode2/explode3. By default if you have a current mod in 1.3.4.1 and below, it will use the heavy hitting sounds only until you modify this.
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