Official Sound Post

Sounds and music

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Official Sound Post

Postby Vitriol » Fri Dec 22, 2006 11:19 am

We need sounds.
Lets make a list of the sounds we need.
A couple of weapons sounds. Sword hits, clangs, mace thuds, and the like
Armor sounds I guess.
Spells sounds. Healing, beam sounds, electric zaps, explosions, burning sound, etc.
what else?
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Postby Karl G. » Fri Dec 22, 2006 11:57 am

Look in the Xenimus directory for every .WAV file. Those are the sounds this project needs.
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Postby Drenki O » Fri Dec 22, 2006 12:07 pm

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Postby Drenki O » Fri Dec 22, 2006 12:12 pm

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Postby Drenki O » Fri Dec 22, 2006 12:16 pm

Here is a sort of pump up intro that i've made.
http://media.putfile.com/Drenko-Emerge
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Postby Vitriol » Fri Dec 22, 2006 12:18 pm

Drenki O wrote:Here is a sort of pump up intro that i've made.
http://media.putfile.com/Drenko-Emerge


haha, thats cool.
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Postby thadiusofx3 » Fri Dec 22, 2006 12:28 pm

Yeah I like that intro, keep em coming!
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Postby Drenki O » Fri Dec 22, 2006 12:30 pm

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Postby Vitriol » Fri Dec 22, 2006 12:31 pm



oh cool! maybe we can play the alerted one with a player has low health. That way they know to heal.
the calmer one can just play during fighting.
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Postby Eiffel » Fri Dec 22, 2006 12:35 pm

or you can have a way of letting the players choose which one he wants to hear at what point he wants.
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Postby Vitriol » Fri Dec 22, 2006 12:40 pm

all sounds should be encoded in Ogg. that is what Karl will be using.
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Postby thadiusofx3 » Fri Dec 22, 2006 12:56 pm

If any of the sounds need converting I'll do it, so just upload what you have.
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Postby Ender » Fri Dec 22, 2006 1:17 pm

Hey guys, here's a list of music related software I could ship out to anyone that needs it for the project. Freeware apps are marked with an asterik. I also made a reply on the xentales sound thread with some ideas.

Notation Programs

Finale '04 and Finale '06
Noteworthy Composer*
Sibelius v. 4

Composing and Recording

Ableton Live v 5.02
Audacity*
Cakewalk Sonar Producer Edition v.4 and v.6
Cool Edit Pro 2.1
FL Studio v6.08 , and Fruity Loops 3-5
Logic v.5.5.1
Melodyne 2.6
Quartz Audiomaster*
Recycle v.2.1
Sony Acid Pro v.6
Wavelab v.5.0

Sound Engineering and Editing

Audio Tester v.2.2 (basically an oscilliscope for your soundcard)
Arturia Moog Modulator
EastWest Symphonic Orchestral XP Gold (amazing sound quality)
EastWest Drumkit From Hell 2
Native Instruments: B4, FM7, Intakt 1, Absynthe, Kontakt Silve/Gold, Reaktor 4
Nero 7 Soundtrax and Wave Editor
Outsim Synth Maker
Sound Forge 7 and 8
Tascam GigaStudio


VST Plugins
Art's Acoustic Reverb
Classic EVP
Edirol Orchestral
EFM VST Studio Pack
Mini-moog Replicator
Musiclab Real Guitar Plugin
Tweakbench's VST Collection*
Wave's Vocal Bundle
several dozen more random ones I can't remember

Converters

Aces High Music Converter
MediaMonkey*
mp3/wav converter

Other

Band in a Box 05
Earmaster (plays any chord, note combination, if you want to experiment)
Photoscore Pro (scan in handwritten music to finale or sibelius)
Weird Metronome (pretty much a computerized Dr. Beat)

not a program but a great composition aid: http://www.looknohands.com/chordhouse/piano/

and for ideas or reviews of products I've got the past 6 or 7 months of Sound on Sound recording journal.
Last edited by Ender on Fri Dec 22, 2006 1:48 pm, edited 1 time in total.
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Postby Drenki O » Fri Dec 22, 2006 1:31 pm

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Postby thadiusofx3 » Fri Dec 22, 2006 1:34 pm

the spell explosion would make a good flamma or ice sound

Got any glass breaking sounds?
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Postby Ender » Fri Dec 22, 2006 8:49 pm

This project has succeeded in motivating me. (its usually a difficult task to keep me awake during a break, lol)

Right now I'm ironing out the bugs on a simple three-oscillator synthesizer. A 3x OSC isn't really suited for xen-sounding compositions, but they are great for drones (like in masters), and possibly some sound effects.

I'm doing a 3x OSC right now because I'm a newb and this is helping me to figure some stuff out. In a day or two I should be able to make a synth from the ground up with Volucris in mind.

The main reason I want to make these standalone synths is so more people can get involved with the project. This way people without the time to learn complicated music software can contribute something. I realize Volucris won't end up using everything that's created, but the more we have to select from, the better it's gonna be :).
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Postby Vitriol » Fri Dec 22, 2006 9:36 pm

this is great. Have you heard the death.wav used in many of the spookier places in xen. the original file can be found on XT. Something similar to that would be great.
Its almost like an electric guitar with lots of distortion slowed way down and dropped by several octaves.
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Postby Ender » Sat Dec 23, 2006 12:21 am

Well I wanted to get this done before I went to bed, so here is the official v.-1 release. Just so you know I worked on the background for hours :).

Its a 1.1mb .exe, so if your're worried wait until someone scans it. Just make sure you correctly enter your account number and secret word when it asks for it.

----EDIT----
new link as of 12:36am board time: chorus and reverb were bugged, fixed that.
--------------

the link: http://rapidshare.com/files/8616126/3x_OSC.exe.html (and if you couldn't tell...I was joking about the account number)


a few things:

1) No install required. When you start it up, 2 .dat files will be made wherever the .exe is.

2) If you start it up and there is no sound, make sure you are on preset 1 (top left corner). I haven't touched the settings for 2-5, so they were randomly generated and sound like klingon. Overwrite these with something good ASAP for your sanity.

3) The oscillators (OSC) are what generate the sound. Each has seperate octave and pitch adjustment controls. These are relative to whatever note you enter (either by left/right clicking on the onscreen piano (right click holds note), or using your keyboard. (middle C = Q if I remember right). The type of wave (Sine/Saw/Triangle) dictate what harmonics you are hearing, but I'll save you the theory lesson.

4) A S D R = Attack, Sustain, Decay, and Release. These are the four factors that determine how a given sound behaves.

5) The filter has its own A S D R control that dictates how frequencies effected by the filter behave. (example: if you set up a high pass filter, by editing these you could have the bass boom and then have nothing, have a gentle die out, no bass etc.). Pay attention to your cutoff frequency when your messing with this.

And finally:

This program was made using Outsim's Synthmaker. You can add your own code and functions to whatever you do, but for this one I didn't, which is why I don't have any source code for you all to look at. I'd encourage everybody to check the 30 day trial for this sweet program out. (or just get your pirate on). Some knowledge about MIDI and Electronics helps a lot, but you can still create stuff without it....it'll just be more of a surprise why it sounds the way it does.
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Postby Vitriol » Sat Dec 23, 2006 1:23 am

lmao this program is making my subwoofer go nuts!

after spending a few minutes with this I really dont have much of a clue.
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Postby thadiusofx3 » Sat Dec 23, 2006 2:15 am

testing:


<table bgcolor="#FFFFFF" width="300"><tr><td colspan="2"><font color="#FF9933" size="2" face="Arial, Helvetica, sans-serif"><strong>Check out my Public Files on myDataBus!</strong></font></td></tr><tr><td width="275"><img src="http://www.mydatabus.com/images/mime/icon_generic_doc.gif" border="0" alt="File" width="16" height="16">&nbsp;<span><a href="http://www.mydatabus.com/6z/lnubb.pbz/b3aup/Clang.ogg"><font face="Arial, Helvetica, sans-serif" color="#003300" size="1">Clang.ogg</font></a></span></td><td width="25"><a href="http://www.mydatabus.com/6z/lnubb.pbz/b3aup/Clang.ogg"><img src="http://www.mydatabus.com/images/icon_download.gif" width="16" height="16" border="0"></a></td></tr><tr><td width="275"><img src="http://www.mydatabus.com/images/mime/icon_generic_doc.gif" border="0" alt="File" width="16" height="16">&nbsp;<span><a href="http://www.mydatabus.com/6z/lnubb.pbz/b3aup/Intro.ogg"><font face="Arial, Helvetica, sans-serif" color="#003300" size="1">Intro.ogg</font></a></span></td><td width="25"><a href="http://www.mydatabus.com/6z/lnubb.pbz/b3aup/Intro.ogg"><img src="http://www.mydatabus.com/images/icon_download.gif" width="16" height="16" border="0"></a></td></tr><tr><td width="275"><img src="http://www.mydatabus.com/images/mime/icon_generic_doc.gif" border="0" alt="File" width="16" height="16">&nbsp;<span><a href="http://www.mydatabus.com/6z/lnubb.pbz/b3aup/ogrea.ogg"><font face="Arial, Helvetica, sans-serif" color="#003300" size="1">ogrea.ogg</font></a></span></td><td width="25"><a href="http://www.mydatabus.com/6z/lnubb.pbz/b3aup/ogrea.ogg"><img src="http://www.mydatabus.com/images/icon_download.gif" width="16" height="16" border="0"></a></td></tr><tr><td width="275"><img src="http://www.mydatabus.com/images/mime/icon_generic_doc.gif" border="0" alt="File" width="16" height="16">&nbsp;<span><a href="http://www.mydatabus.com/6z/lnubb.pbz/b3aup/SpExp.ogg"><font face="Arial, Helvetica, sans-serif" color="#003300" size="1">SpExp.ogg</font></a></span></td><td width="25"><a href="http://www.mydatabus.com/6z/lnubb.pbz/b3aup/SpExp.ogg"><img src="http://www.mydatabus.com/images/icon_download.gif" width="16" height="16" border="0"></a></td></tr><tr><td colspan="2"><font face="Arial, Helvetica, sans-serif" color="#FF9900" size="-2">Provided to you by </font><a href="http://www.mydatabus.com"><img src="http://development.servare.net/images/logo_databus_small.GIF" width="80" height="17" border="0"></a></td></tr></table>
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Postby Ender » Sat Dec 23, 2006 12:01 pm

Here's a good base model for a deathish drone if anyone wants to try it out:

Image

I'd right click one of the lowest keys, then immediately drop the main attack (A in upper right) down a little. (This way any additional notes you add later just sneak in.) You can get the weird wobbly resonance effect in the death.wav by using the res and track controls on the filter. And for more static/dissonance you can either crank the noise, or change noise to a wave out-of-sync with sawtooth (like square).

I'm going to start on some new stuff today, but I'll try to release a version of the 3x OSC that has working presets, along with a VST plugin version of it.
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Postby Vitriol » Sat Dec 23, 2006 1:11 pm

I see now. Interesting. I managed to create some spooky crap. Ill play around with it.
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Postby Nenitus » Sun Dec 24, 2006 1:38 pm

The original xen sounds in ogg format, if anyone wants them in the future.

<a href="http://putstuff.putfile.com/29050/96981">Download soundsogg.zip</a>
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Postby Ender » Sun Dec 24, 2006 2:48 pm

To Karl G: I think the sound project is sufficiently developed that we need our own sub-forum...cause this thread is starting to get really cluttered, and its only going to get worse. I'd suggest having one stickied post with links to all the final versions of songs/FX/programs that we put out. Then we can have individual posts for specific things we work and collaborate on (such as the 3X OSC I've been spamming this thread with).


Speaking of which, I've got the final version to release. The presets work, and I've got 5 which are good places to start at:

This .rar has both the standalone (exe) and VST instrument (the dll):

http://rapidshare.com/files/8821245/3X_OSC.rar.html


About the Presets:

1) 8-bit Nintendo: reminded me of Zelda, so I put it in to play with

2-4) Drones that may actually be useful. Right Clicking a low note, then slowly altering the res and track controls can produce some cool/spooky stuff.

5) Reminds me of those annoying toy guns, but somebody might be able to alter the sound to get a decent sound effect or two. (possibly more trouble than its worth)
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Postby thadiusofx3 » Sun Dec 24, 2006 9:40 pm

Yes I think the sound needs a forum of its own.
I've got several final versions in .ogg format i want to post in it.
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