Audio FX

Audio FX

Postby TheAudioMonkey » 10 Apr 2017, 16:21

Hey Folks,

As promised here are a few sound FX.

Happy to accept any feedback if any are not quite right, but also have plenty of ideas for further fx contributions.

Here's what I have:

- 5 different engine sounds
- 5 different "Hit" sounds
- A sound for when a car is in water
- A sound for the bird picking the car up
- A sound for the sucker gun

If anyone has anything specific they want please let me know :)

Engine Sounds: https://drive.google.com/open?id=0B78FW ... lp1QkFIQzQ
Other Misc Sounds: https://drive.google.com/open?id=0B78FW ... DRJenZUcHM

Update:
Additional FX: https://drive.google.com/open?id=0B78FW ... mFpbnZ0MkU
Source Files: https://drive.google.com/open?id=0B78FW ... 3FfQjRIcFU

All the best

- Lea
Last edited by TheAudioMonkey on 13 Apr 2017, 16:52, edited 3 times in total.
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Re: Audio FX

Postby MTres19 » 10 Apr 2017, 20:24

The engine sounds are all excellent in my opinion. It's great that you made different kinds of sounds because karts can have either a high or low (can't remember if medium is an option) -pitched engine sounds.

Unfortunately the hit sounds all sound like semi-soft objects hitting together---not as hard or metallic as you'd expect from kart collisions. It might be cool though to have materials marked as "soft" though to produce a softer sound like these on collision.

For the bird sound I'd suggest a slightly longer or lower note (this is a big, majestic Thunderbird, after all) but it's also already quite good, I think.

Really not sure what to think about the plunger thing---I have no frame of reference for it.

The water sound is also very good. It might be useful to split it into the "entering water" and "in water" sounds, but I'm not sure what others think of that...

Thanks.
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Re: Audio FX

Postby TheAudioMonkey » 10 Apr 2017, 22:13

MTres19 {l Wrote}:The engine sounds are all excellent in my opinion. It's great that you made different kinds of sounds because karts can have either a high or low (can't remember if medium is an option) -pitched engine sounds.

Unfortunately the hit sounds all sound like semi-soft objects hitting together---not as hard or metallic as you'd expect from kart collisions. It might be cool though to have materials marked as "soft" though to produce a softer sound like these on collision.

For the bird sound I'd suggest a slightly longer or lower note (this is a big, majestic Thunderbird, after all) but it's also already quite good, I think.

Really not sure what to think about the plunger thing---I have no frame of reference for it.

The water sound is also very good. It might be useful to split it into the "entering water" and "in water" sounds, but I'm not sure what others think of that...

Thanks.


Sure thing, I'll make some amendments in the morning and send them through :)

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Re: Audio FX

Postby 0zone0ne » 11 Apr 2017, 06:51

First of all, I'm really glad that a professional sound engineer is contributing to the project! Thank you for taking time to do this :D

The engine and thunderbird sounds are great! I always imagined the bird making that classic hawk sound effect (https://www.youtube.com/watch?v=K4PWfNLwSIQ), but you managed to make something that feels more original, and still fits.

I see where MTres is coming from about the hit sounds not being metallic enough, but at the same time, I kind of enjoy how pulpy they are. I think this is a situation where the most accurate sounds may not necessarily be the best fitting - especially since the game is supposed to have a cartoony vibe, and cartoons often use mismatched or exaggerated sound effects that shouldn't fit logically, but still feel right in the moment. Perhaps you could try either making the hit sounds a bit more metallic while keeping the pulpy sound, or you could go all the way and make really rich clanging noises (with a little squeak from the kart suspension maybe? :p)

The water sound, to me, feels like a smallish object splooshing into water, whereas it should be more like a heavy, fast-moving object crashing into water. Perhaps relatively short, yet heavy, full-sounding splash (maybe 1 to 1.5 sec) would give more 'oomph'. The sound needs to be sharp and percussive in case of a situation where a kart drives through and out of water very quickly.
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Re: Audio FX

Postby TheAudioMonkey » 11 Apr 2017, 08:27

0zone0ne {l Wrote}:First of all, I'm really glad that a professional sound engineer is contributing to the project! Thank you for taking time to do this :D

The engine and thunderbird sounds are great! I always imagined the bird making that classic hawk sound effect (https://www.youtube.com/watch?v=K4PWfNLwSIQ), but you managed to make something that feels more original, and still fits.

I see where MTres is coming from about the hit sounds not being metallic enough, but at the same time, I kind of enjoy how pulpy they are. I think this is a situation where the most accurate sounds may not necessarily be the best fitting - especially since the game is supposed to have a cartoony vibe, and cartoons often use mismatched or exaggerated sound effects that shouldn't fit logically, but still feel right in the moment. Perhaps you could try either making the hit sounds a bit more metallic while keeping the pulpy sound, or you could go all the way and make really rich clanging noises (with a little squeak from the kart suspension maybe? :p)

The water sound, to me, feels like a smallish object splooshing into water, whereas it should be more like a heavy, fast-moving object crashing into water. Perhaps relatively short, yet heavy, full-sounding splash (maybe 1 to 1.5 sec) would give more 'oomph'. The sound needs to be sharp and percussive in case of a situation where a kart drives through and out of water very quickly.



With the hits I was going for the more cartoony feel, and I agree I could have done much better with the water! - I will do a bit on it today and will update you :)

Perhaps some alternative versions of the hits, as was mentioned above some "soft hits" wouldn't be a bad idea, but also some more clunky metalic ones would help too!

All the best

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Re: Audio FX

Postby TheAudioMonkey » 11 Apr 2017, 12:08

OK here we go,

https://drive.google.com/open?id=0B78FW ... mFpbnZ0MkU

A couple of different metallic hit sounds
A water splash sound
A "standing in water" sound for when they're just sitting there
A moving through water sound

Just updating the source files above now :)

Always happy for more feedback / recommendations.

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Re: Audio FX

Postby 0zone0ne » 12 Apr 2017, 00:03

The splash feels a lot better now! Although I feel it's still a bit long... I attempted to shorten it a bit:
splash_shorter.wav
(516.84 KiB) Downloaded 26 times
I'm imagining a situation where a kart drives through a very small body of water, like a puddle - you don't want the sound of the splash to linger too long after the kart has left the water. So I really think a short sound here is important.

The new hit sounds are also better, but I'm not sure about the debris scatter (e.g. glass breaking). To me, Metallic Crash 1 is the better of the three. A single, percussive impact like in the first attempts felt better imho.

Also a heads-up that starting tomorrow and lasting for about two weeks, I'm not going to have access to a computer, so I won't be able to listen to any new sounds or give feedback.
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Re: Audio FX

Postby Auria » 12 Apr 2017, 00:36

Hi,

the sounds of cars hitting stuff are nice, however one little concern I have is that they contain sounds of broken glass, etc. like it was a major accident, and may sound a little over-dramatic in-game, since the karts don't actually break? I guess we may need to try and see
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Re: Audio FX

Postby TheAudioMonkey » 12 Apr 2017, 07:48

Auria {l Wrote}:Hi,

the sounds of cars hitting stuff are nice, however one little concern I have is that they contain sounds of broken glass, etc. like it was a major accident, and may sound a little over-dramatic in-game, since the karts don't actually break? I guess we may need to try and see


Noted, will do some further amendments and remove the glass :)

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Re: Audio FX

Postby TheAudioMonkey » 13 Apr 2017, 16:48

OK same link as above, glass sounds removed, made the hits a little shorter and added a "splash through" sound.

How are these? Determined to get them right for the game! :)

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Re: Audio FX

Postby MTres19 » 14 Apr 2017, 20:51

I think the hit sounds sound about right now, but of course I don't have the authority to get them into the SVN repo.

Also, I'd suggest choosing a license that you like and that fits our licensing guidelines. Probably the "safest" free license would be the Creative Commons Attribution-ShareAlike 4.0 international license. (It's a commonly used license and is designed to provide the same rights in as many countries as possible.) GPL 3.0 might be OK too but compatibility with Creative Commons licenses can be confusing, and the GPL is really designed for software, not artistic works.
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Re: Audio FX

Postby Auria » 15 Apr 2017, 00:48

Hi,

nice work, they sound pretty good :)

As mentionned by MTres19, a license should be selected. Also, if you used third-part sound samples, it would be important to ensure that you are authorized to use these sound samples, and credit the original authors if required
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Re: Audio FX

Postby TheAudioMonkey » 16 Apr 2017, 12:28

Hey folks,

any sample sounds used are royalty free, most of them are several of them clashed together to make awesomeness, to which I am legally licensed to use and distribute as a finished product royalty free.

Creative Commons it is then I guess? Honestly whatever is needed. I'm just happy to be contributing to a great project :)

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Re: Audio FX

Postby MTres19 » 17 Apr 2017, 21:11

I really don't want to be annoying, but we do need a more explicit statement than "Creative Commons"—because Creative Commons also creates licenses that are non-free (because they include no-derivatives and non-commercial clauses).

If the Creative Commons Attribution-ShareAlike 4.0 license sounds good to you though, you can just copy and post this text: :)

I, TheAudioMonkey, release the audio artwork I have linked from this forum thread under the terms of the Creative Commons Attribution-ShareAlike 4.0 International License.


Of course, you can replace "TheAudioMonkey" with however you'd like to be recognized in the credits.

...Recently we had a bit of an issue recently involving mistakenly attributed audio that had been added over 15 years ago (!) to TuxKart (SuperTuxKart's precursor), so we should be extra-careful. :|
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Re: Audio FX

Postby TheAudioMonkey » 17 Apr 2017, 21:18

Sure thing, totally understood.

I, The Audio Monkey, release the audio artwork I have linked from this forum thread under the terms of the Creative Commons Attribution-ShareAlike 4.0 International License.

Do with it what you will! :)

Anywhere you credit, would be much appreciated as The Audio Monkey - and wherever a link is possible http://www.theaudiomonkey.co.uk

Thanks a billion!

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Re: Audio FX

Postby Auria » 18 Apr 2017, 01:43

Hi, thanks a lot for your contribution! I have added the crash and splash sounds into the game :)

please note though that our engine does not yet support playing a sound when driving in water, so we may not be able to use those right now. I'm definitely keeping them around however
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Re: Audio FX

Postby TheAudioMonkey » 18 Apr 2017, 08:58

Auria {l Wrote}:Hi, thanks a lot for your contribution! I have added the crash and splash sounds into the game :)

please note though that our engine does not yet support playing a sound when driving in water, so we may not be able to use those right now. I'm definitely keeping them around however


^_^ Awesome!

Were the Engine sounds any good for you?

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Re: Audio FX

Postby Auria » 19 Apr 2017, 00:11

Oops I actually hadn't noticed the engine sounds, sorry about that!

The main challenge with engine sounds is ensuring they don't get too annoying (which is pretty hard since engine sounds are pretty muych annoying by definition). Your engine sounds are good but maybe a little "agressive", I suspect they might get annoying. The best engine sounds for us would likely be slightly more subdued sounds, with less "metallic vibration" (am I making any sense?)
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Re: Audio FX

Postby TheAudioMonkey » 19 Apr 2017, 08:31

Auria {l Wrote}:Oops I actually hadn't noticed the engine sounds, sorry about that!

The main challenge with engine sounds is ensuring they don't get too annoying (which is pretty hard since engine sounds are pretty muych annoying by definition). Your engine sounds are good but maybe a little "agressive", I suspect they might get annoying. The best engine sounds for us would likely be slightly more subdued sounds, with less "metallic vibration" (am I making any sense?)


Sure thing, let me see what I can come up with :)

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