Integration of Music/songs and repository

Integration of Music/songs and repository

Postby Danimal » 30 Jul 2014, 19:52

Pauls has agreed to take on the programming side of integrating true support for sounds and music:
viewtopic.php?f=35&t=5691

So this topic is intended to help him find all resources he will need, also pintpoint all the ones we lack and disscuss if a sound piece deserves or not to be integrated due to low quality or not fitting our ambientation. Help is appreciated, opinions are welcome, specially since most of what i post will be my personal favourites which migth collide with everyone else.

For easier hearing of below go here: http://opengameart.org/content/sounds-for-open-dungeons

Background music: It plays always at background, the best are the ones that you dont realize its constantly playing, thats its mark of quality, must be unobstrusive and not suddenly pike noisely.

My main choices:
http://opengameart.org/content/north-wi ... sic-inside <- all of of them very high quality
http://opengameart.org/content/candidat ... n-dungeons <- many could be useful
http://www.jamendo.com/en/list/a134283/ ... game-music
-> Temple Exploration (Ambient) would work great for biomes;
-> Cave Exploration (Ambient)
http://opengameart.org/content/creepy-forest-f
http://opengameart.org/content/upside-d ... ky-ambient
http://opengameart.org/content/dark-factory
http://opengameart.org/content/lurid-delusion
http://opengameart.org/content/random-g ... and-silent
http://opengameart.org/content/caves-of-sorrow
http://opengameart.org/content/swamp-environment-audio
http://opengameart.org/content/egyptian ... tion-music

I like the currently used on main menu, it shouldnt be changed

Action music:
Once creatures start killing each other the background music should cross fade and leave place for these ones, they need to be powerful and noisy
http://opengameart.org/content/wastelan ... ttle-music
http://opengameart.org/content/the-dark ... mage-theme
http://opengameart.org/content/dream-ra ... soundtrack
http://opengameart.org/content/blackmoo ... ttle-theme

GUI sounds: Clickings, laying/selling rooms, slaps:
-> http://opengameart.org/content/51-ui-so ... and-clicks
Laying rooms: http://opengameart.org/content/falling-body
Spell sounds:Its magic!
Healing: http://opengameart.org/content/3-heal-spells
Freeze: http://opengameart.org/content/freeze-spell-0

Traps and doors: Like firing cannons, spike or gas traps; door opening or closing made of different materials
Canon: http://opengameart.org/content/synthesized-explosion
Poison trap: http://opengameart.org/content/acid-burn-sounds
Doors opening:
-> http://opengameart.org/content/door-open-door-close-set
-> http://opengameart.org/content/door-open-door-close


Room sounds:Some rooms should have a permanent loopable sound that plays softly and the player has to get near to hear well
Dungeon temple (Dungeon heart): a magically sounding beating heart: http://opengameart.org/content/heartbeat-single-sound

Training room: of machines working, and each triggered machine a unique sound
->Swooshing in machines: http://opengameart.org/content/3-melee-sounds

Forge: of fire cracking, and hammering for triggered machine
Temples: eerie chanting http://opengameart.org/content/undead-rising (only the low tension version)
Graveyard: Calm but heavy song
Recreation room: casino like music and sounds, and each triggered machine a unique sound
Torture room: sad and oppresive song
Sweatshop: a production line sound

Creatures noises: We will need a lot, humans should be able to share a lot except on some special cases

Kobolds: New pickaxe sounds, coin deposit on treasury, claiming, scared scream and death scream.
-> Deposit coins on treasury: http://opengameart.org/content/coins-sounds

Steps: loopable walking sound, always played when a creature walks
Insects steps
ligth steps for ligth monsters and non armored humans
Heavy steps for heavy monsters
Clanking steps for armored humans
-> http://opengameart.org/content/3-item-sounds -> I think the last sound needs to be removed, otherwise its good
-> http://opengameart.org/content/metal-sounds

Wing flapping for fliers (fly need a unique one)
Walking in water: http://opengameart.org/content/water-splashes

Attack sounds:
Weapon agaisnt weapon
Metal against flesh amor
Metal against metal armor
Metal against stone/kitin armor

Non Metal against flesh amor
Non Metal against metal armor
Non Metal against stone/kitin armor
Non Metal can be fangs, claws or fists (natural weapons)
-> http://opengameart.org/content/punch
-> http://opengameart.org/content/37-hitspunches

Bow/crossbow:
-> http://opengameart.org/content/archers-shooting
-> http://opengameart.org/content/crossbow-sounds

Blunderbuss: http://opengameart.org/content/rumbleexplosion
Fireballs/spells
-> fireball http://opengameart.org/content/spell-4-fire
Spit/farts: http://opengameart.org/content/8-wet-sq ... rp-impacts

War screams: played when creature is figthing
Insect noises
Deep rumbling howl for troll http://opengameart.org/content/big-monster-moan
Gutural screams for orc
girly screaming for gobling/halfling
for small creeps: http://opengameart.org/content/dog-snarl-grunt-grumble
Ghost: http://opengameart.org/content/ghost
It would be nice each monster has a different one

Normal human: a few differents ones played ramdomly
Heavy voice human: for humans on metal armor or big bodies, a few differents ones played ramdomly
Special screams: like pirate or any female human

Pain sounds: played when creature is hurt

Insect
Heavy monster
Normal sized monster (like orcs)
Ligth monster

Normal human: a few differents ones played ramdomly
-> http://opengameart.org/content/2-male-death-voices
Heavy voice human: for humans on metal armor or big bodies, a few differents ones played ramdomly
-> http://opengameart.org/content/grunts-m ... h-and-pain
Special screams: like pirate or any female human

Happy sounds:when level up or payday
insect (?)
Heavy monster
Normal sized monster (like orcs)
Ligth monster
Warlock/Cultist:
-> http://opengameart.org/content/evil-laughter-0
-> http://opengameart.org/content/evil-laughter

Normal human
Heavy voice human
Specials: like pirate or any female human

Death sounds: will be pretty common

Insect
Heavy monster
Normal sized monster (like orcs)
Ligth monster

Normal human: a few differents ones played ramdomly
Heavy voice human: for humans on metal armor or big bodies, a few differents ones played ramdomly
-> http://opengameart.org/content/grunts-m ... h-and-pain
Specials: like pirate or any female human
ULTRA SPECIAL: Dungeon Temple destroyed

Random sounds:
Water drops in lakes: http://opengameart.org/content/ambient-water-drips

Related packs: they need to be separated to be used
Dwarf sound pack: http://opengameart.org/content/drunk-dwarf-voice-pack
Monster screams: http://opengameart.org/content/11-male- ... ath-sounds (they arent human at all, more like orc)
Monster screams: http://opengameart.org/content/15-monst ... ath-sounds
Insect noises: http://opengameart.org/content/small-pest-aliencreature
Human Screams: http://opengameart.org/content/male-gruntyelling-sounds
Slime sounds: http://opengameart.org/content/aquatic-monster-growls
Human: http://opengameart.org/content/15-vocal ... ump-sounds
Monster sounds: http://opengameart.org/content/monster- ... s-pack-001
Monster sounds: http://opengameart.org/content/monster- ... fects-pack
Monster sounds: http://opengameart.org/content/monster-sound-effects-2
Zombie sounds: http://opengameart.org/content/zombies-sound-pack
Goblins and halfling: http://opengameart.org/content/goblins-sound-pack
Looks very complete: http://opengameart.org/content/rpg-sound-pack
Weapons clashing : http://opengameart.org/content/wood-and ... s-volume-2
Steps: http://opengameart.org/content/footstep ... loth-armor
Human talking: http://opengameart.org/content/character-quotes
lots of pain: http://opengameart.org/content/punch-slap-n-kick

And im sure im missing some more needed sounds, please do remind me. Ill populate this list whenever i have the chance with my findings, help is appreciated.
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Re: Integration of Music/songs and repository

Postby paul424 » 30 Jul 2014, 23:49

Pal Zoltan Illes music games is fine, but the dark ambient from the deviant art is too dark and upsetting. That's why we should have a separate musician guy ,for example to remix the dark ambient parts ....
http://opengameart.org/content/candidates-soundtracks-for-use-in-open-dungeons seems to be your candidates ... hmmm ..... it maybe fits nice the climate of fallout series where you visit abandoned mines and nuclear power plants ... but managing your own dungeon and monster company should be a bit more cheerful ...
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Re: Integration of Music/songs and repository

Postby Danimal » 31 Jul 2014, 15:12

Does the logo "Dark damp and dangerous" say something to you?" Anyways, its not big deal, once you integrate support for easily changing songs anyone can include their own, we just need a few for the alpha (beta?).
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Re: Integration of Music/songs and repository

Postby paul424 » 31 Jul 2014, 15:22

Well , I got convinced that it regards our development model not the game climate itself ....
So should I drop all PZI's songs to the music repo ? Than we could eliminate the weakest parts the time goes by ...
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Re: Integration of Music/songs and repository

Postby Danimal » 31 Jul 2014, 15:28

i would only dump the two ambient ones i posted (temple and cave exploration) the others arent loopable and most dont fit with OD
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Re: Integration of Music/songs and repository

Postby Danimal » 31 Jul 2014, 18:10

Well Paul, you have got a bit of everything to play around. Lets see what you can do
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Re: Integration of Music/songs and repository

Postby paul424 » 01 Aug 2014, 14:52

What could you do for expending, specializing and hierarchy-ing of the team ?
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Re: Integration of Music/songs and repository

Postby Danimal » 01 Aug 2014, 15:15

Nothing, recruting at OGA at most. But for that we need the code to be somehow ready at handling music/sounds, no one is going to come, work his ass in sounds and not seem them used for months.
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Re: Integration of Music/songs and repository

Postby Akien » 01 Aug 2014, 15:30

paul424 {l Wrote}:What could you do for expending, specializing and hierarchy-ing of the team ?

From my experience of working on a big project with specialized teams (i.e. Mageia), I'd say you should not try to break a small team into several small specialized and hierarchical

If someone were to join the project to be "creature SFX lead composer", she would most likely give up when seeing that there is no hierarchical and efficient core developer team to integrate her work in the game, provide feedback and directions.

IMO, the current organization (especially with the latest improvements that Bertram induced) is good enough for OD in its current state. It would be best to try to make sure that newcomers such as hwoarangmy and Dm3d feel themselves at home in the project and rise to become core contributors. When you have a dozen competent and versatile core contributors, maybe you can go "fishing" for specialized artists or developers, but I don't think it would make sense for now.
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Re: Integration of Music/songs and repository

Postby Bertram » 02 Aug 2014, 00:02

Hi,

What Akien said is true. Personally, I like the family type our team is having here and I won't trade it for some hierarchical nonsense.
I sincerely hope we'll be able to keep this spirit as long as possible. :)

Paul, stop worrying about building a pyramid. It is useless at our level.

Seems to me you agreed to work on the culling manager, were working on some bt support for windows and now on sound/music support. Could you instead try to focus on what isn't finished yet? It would help us all much more, IMO.

Thanks and regards,
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Re: Integration of Music/songs and repository

Postby oln » 02 Aug 2014, 08:36

+1
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Re: Integration of Music/songs and repository

Postby hwoarangmy » 02 Aug 2014, 08:53

Bertram {l Wrote}:Seems to me you agreed to work on the culling manager, were working on some bt support for windows and now on sound/music support. Could you instead try to focus on what isn't finished yet? It would help us all much more, IMO.
And also on the RenderManaer. Which is important to me since I will have a look at memory management now that I am more used to it. And the RenderManager is responsible for deleting most objects. So I prefer to wait for his patch before messing with it.
Concernning the team, I also believe there is no need to specialize officially because there are not enough devs/artists. We will see when so many devs/artists will want to join us that we will have to say no. When this time comes, you will be able to do like in fight club letting them wait outside during 3 days under the rain :)
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Re: Integration of Music/songs and repository

Postby Bertram » 02 Aug 2014, 09:54

When this time comes, you will be able to do like in fight club letting them wait outside during 3 days under the rain :)

Or start selling soap. ;)

I'd like to add that I'm rather against any kind specialization if not self-willing for such a project, since it helps keeping everyone versatile enough so one can replace another if needed, and it's also better that everyone is kept in the loop for any tasks, so one knows what is happening and anybody can react when seeing mistakes and such. It's better for the quality of the project in the end.

Regards,
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Re: Integration of Music/songs and repository

Postby paul424 » 02 Aug 2014, 11:40

hwoarangmy : I haven't much time since last time :) . IF you want to see what I 've got so far , please look into old repo at paul424-splitting branch .
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Re: Integration of Music/songs and repository

Postby hwoarangmy » 02 Aug 2014, 21:18

paul424 {l Wrote}:hwoarangmy : I haven't much time since last time :) . IF you want to see what I 've got so far , please look into old repo at paul424-splitting branch .
Ok, good to know, I will. Thanks :)
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Re: Integration of Music/songs and repository

Postby hwoarangmy » 03 Aug 2014, 20:57

paul424 {l Wrote}:hwoarangmy : I haven't much time since last time :) . IF you want to see what I 've got so far , please look into old repo at paul424-splitting branch .
Ok, I've looked. It will be much nicer when the request will be object, like you did. I don't know if it was what you were going to do but it would be good to get ride of all the void* the render request uses by adding the needed parameters to each specialized render class that would call the good function from the request manager.
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Re: Integration of Music/songs and repository

Postby Bertram » 05 Aug 2014, 08:33

Hi,

I don't know if it was what you were going to do but it would be good to get ride of all the void* the render request uses by adding the needed parameters to each specialized render class that would call the good function from the request manager.

I second that statement. Are you far from finishing the render request split?

Regards,
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Re: Integration of Music/songs and repository

Postby Danimal » 17 Aug 2014, 13:00

Was i being way too sarcastic last month? NOPE. No progress yet on sounds, no surprise :twisted:
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Re: Integration of Music/songs and repository

Postby Bertram » 18 Aug 2014, 09:36

I must say nobody except Paul is on sound support atm. Hwoarangmy and I have both our code battlefield going on, and Akien is working on improving the build system.
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Re: Integration of Music/songs and repository

Postby Akien » 18 Aug 2014, 10:01

Bertram {l Wrote}:I must say nobody except Paul is on sound support atm. Hwoarangmy and I have both our code battlefield going on, and Akien is working on improving the build system.

s/working on/dabbling at/

I'm hardly a developer though, just move code chunks around and seeing if the changes are good with trial and error :-D
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Re: Integration of Music/songs and repository

Postby Danimal » 18 Aug 2014, 11:45

Its not directed to you guys, i know you have full plates atm, this goes to the guy who took over 20 posts to convince to say "Yes, ill work on it" to his own proposal
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Re: Integration of Music/songs and repository

Postby Danimal » 20 Aug 2014, 16:36

please, can someone replace \sounds\RoomBuild\Bump.ogg for this one? believe me when i say its an improvement :) , also, please upload it to the OpenDungeons-media-source branch, i cant figure ho to upload anything... :cry:

Also do any of you know if the sounds for swordfigthing and mining are being randonly played or its just the same one is being used time and time?

license cc-by-sa
by author Remaxim
Attachments
bump.ogg
(26.35 KiB) Downloaded 80 times
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Re: Integration of Music/songs and repository

Postby Akien » 20 Aug 2014, 16:42

Danimal {l Wrote}:please, can someone replace \sounds\RoomBuild\Bump.ogg for this one? believe me when i say its an improvement :) , also, please upload it to the OpenDungeons-media-source branch, i cant figure ho to upload anything... :cry:

Also do any of you know if the sounds for swordfigthing and mining are being randonly played or its just the same one is being used time and time?

license cc-by-sa
by author Remaxim

I'll upload it and adapt the CREDITS accordingly.
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Re: Integration of Music/songs and repository

Postby hwoarangmy » 20 Aug 2014, 16:53

From what I've seen in the code, dig sound is played each time a worker digs. BTW, it is done on server side so I guess it will not play on the client. I will see deeper and change that as needed.
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Re: Integration of Music/songs and repository

Postby Bertram » 20 Aug 2014, 16:54

Heya, :)

i cant figure ho to upload anything... :cry:

for reference, you can add files before committing them by doing:
{l Code}: {l Select All Code}
git add <filename>

e.g:
{l Code}: {l Select All Code}
git add sounds/myFile.ogg

Then, to push it you can do a:
{l Code}: {l Select All Code}
git commit


Note that you can add/modify several files, and then do a:
{l Code}: {l Select All Code}
git commit -a

to send everything in one commit.

Also do any of you know if the sounds for swordfigthing and mining are being randonly played or its just the same one is being used time and time?

According to the code, it's the same one played, always.

Regards,
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