Sound Contributions

Sound Contributions

Postby qubodup » 17 Sep 2013, 21:05

Hi,

I recently discovered http://lipsofsuna.org/wiki/audio-tasks and decided to do something about it. Is it up-to-date?

For now, I created http://opengameart.org/content/slime-monster , which should cater to the three bloodworm tasks. You can easily convert the files to 44100Hz using `for i in *flac; do sox $i -r 44100 ${i%.flac}-44100hz.flac; done`. I wasn't able to locate an existing bite attack sound, perhaps the page is just out of date.

The sounds might actually not be very good in-game. I couldn't figure out how to implement/test the sounds. All I learned is that it seems that they have to be entered into the /ASSETS.json file, which apparently strips away the ending and creates vailables of the name of the sounds. Then the sounds get bound to "effects" in effects.lua files or to actions in specs.json files.

I noticed that many sounds are two-channel but all are 44100Hz, which is funny, as http://lipsofsuna.org/wiki/audio-workflow contains a restriction to mono but none to 44100Hz. :)

I updated the ASSETS.json file: http://codepad.org/SdFY1VR4
{l Code}: {l Select All Code}
diff --git a/ASSETS.json b/ASSETS.json
index ed001bb..bac71e3 100644
--- a/ASSETS.json
+++ b/ASSETS.json
@@ -48,6 +48,9 @@
                        "url": "http://pfunked.deviantart.com/"
                },
                {
+                       "name": "Crack.com"
+               },
+               {
                        "name": "Dim"
                },
                {
@@ -113,9 +116,6 @@
                        "url": "http://tranberry.se/"
                },
                {
-                       "name": "Unknown"
-               },
-               {
                        "name": "WeaponGuy",
                        "url": "http://opengameart.org/user/301"
                },
@@ -163,12 +163,14 @@
                },
                {
                        "name": "p0ss"
+                       "url": "http://opengameart.org/users/p0ss"
                },
                {
                        "name": "yazjack"
                },
                {
                        "name": "qubodup"
+                       "url": "http://opengameart.org/users/qubodup"
                },
                {
                        "name": "zero-project",
@@ -1245,7 +1247,7 @@
                        ],
                        "authors":
                        [
-                               "Unknown"
+                               "Crack.com"
                        ],
                        "licenses":
                        [


By the way, it's awesome that there is a random pitch setting for sounds!

PS: a bit of ASSETS.json code, in case you decide to put any of these in:
{l Code}: {l Select All Code}
    {
      "files":   
      [         
        ""
      ],         
      "authors":
      [         
        "qubodup"
      ],         
      "licenses":
      [         
        "Creative Commons BY 3.0"
      ],         
      "source": "http://opengameart.org/content/slime-monster"
    },
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Re: Sound Contributions

Postby amuzen » 18 Sep 2013, 20:20

qubodup {l Wrote}:I recently discovered http://lipsofsuna.org/wiki/audio-tasks and decided to do something about it. Is it up-to-date?


Yep, mostly. I just added a few more items into it, but it still isn't a complete list.

qubodup {l Wrote}:For now, I created http://opengameart.org/content/slime-monster , which should cater to the three bloodworm tasks. You can easily convert the files to 44100Hz using `for i in *flac; do sox $i -r 44100 ${i%.flac}-44100hz.flac; done`. I wasn't able to locate an existing bite attack sound, perhaps the page is just out of date.


Awesome! I just integrated the damage and attack sounds. I don't know if I'll integrate the idle sounds because there's no idle sound playback system yet, idle sounds aren't particularly important currently since you never see monsters idle, and the effects are a bit hard to use since they're somewhat long and loud. Nevertheless, the attack and damage sounds were nice and put into use as-is.

qubodup {l Wrote}:I couldn't figure out how to implement/test the sounds. All I learned is that it seems that they have to be entered into the /ASSETS.json file, which apparently strips away the ending and creates vailables of the name of the sounds. Then the sounds get bound to "effects" in effects.lua files or to actions in specs.json files.


ASSETS.json is used for just attribution and license information purposes. The actual effects are mainly specified in JSON files and used in item or actor specs, also mainly specified in JSON. Yours are in "data/lipsofsuna/actors/bloodworm/actors.json", in case you're interested in how they're used.

qubodup {l Wrote}:I noticed that many sounds are two-channel but all are 44100Hz, which is funny, as http://lipsofsuna.org/wiki/audio-workflow contains a restriction to mono but none to 44100Hz. :)


Well, technically, there's no restriction for either the sampling rate or the mono/stereo choice since OpenAL can resample and the game engine can mix stereo samples into mono. Still, it's preferable to have the 3D sound effects in mono since the stereo information would be discarded anyway. Yours worked fine apart from OpenAL not being able to use 24 bit samples, but converting them into 16 bit with Audacity wasn't a bit deal.

Again, thanks for these! It feels a bit more lively when all the combat sounds aren't the same dull thud placeholder. :D
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Re: Sound Contributions

Postby qubodup » 20 Sep 2013, 23:14

amuzen {l Wrote}:Awesome! I just integrated the damage and attack sounds. I don't know if I'll integrate the idle sounds because there's no idle sound playback system yet, idle sounds aren't particularly important currently since you never see monsters idle, and the effects are a bit hard to use since they're somewhat long and loud. Nevertheless, the attack and damage sounds were nice and put into use as-is.

The idle sounds are definitely too loud and would have to be volume-lowered by editing or the engine.

I isolated two sounds for fireball cast and fireball hit. Both are CC0 and by qubodup.

http://qubodup.net/f/flame.flac (will be deleted, source is http://www.freesound.org/people/qubodup/sounds/159725/ )
http://qubodup.net/f/explosion.flac (will be deleted, source is http://www.freesound.org/people/qubodup/sounds/189778/ )
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Re: Sound Contributions

Postby amuzen » 21 Sep 2013, 09:21

Added! The casting sound in particular seems to sound quite good in-game.
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Re: Sound Contributions

Postby qubodup » 22 Sep 2013, 03:10

Glad to hear (some of) it sounds good.

I made rat sounds, which sound kind of similar to the bloodworm in parts though:
http://opengameart.org/content/rat-monster-screams (ccby3)

I picked up old sounds of mine and made an impact sound pack:
http://opengameart.org/content/impact (cc0).

I haven't tested in-game unfortunately.
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Re: Sound Contributions

Postby amuzen » 22 Sep 2013, 12:25

I integrated the impact sounds. They're great, although the flesh impacts are a bit too wet for the intended purpose of whacking people/lizardmen/etc. with weapons. I might swap them as slime impact sounds later if an alternative is found for the flesh impacts since they'd fit that job really well.

As for the rat sounds, I think that something more stereotypically rat-like would fit LoS better. Something like the typical high pitch squeaks you hear in pretty much every game that has giant rats or such. Real rat or mouse squeaks similar to those in this random video would work really well too, I think.
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Re: Sound Contributions

Postby qubodup » 22 Sep 2013, 15:51

amuzen {l Wrote}:the flesh impacts are a bit too wet for the intended purpose of whacking people/lizardmen/etc. with weapons. I might swap them as slime impact sounds later if an alternative is found for the flesh impacts since they'd fit that job really well.

The flesh is indeed too wet and would probably be great for a slime.

I made a punch set, which might be suitable for meat-punching. I think number 3 is the best (least echoing):
http://opengameart.org/content/punch (cc0)

amuzen {l Wrote}:As for the rat sounds, I think that something more stereotypically rat-like would fit LoS better. Something like the typical high pitch squeaks you hear in pretty much every game that has giant rats or such. Real rat or mouse squeaks similar to those in this random video would work really well too, I think.

I was inspired by this video of a caged rat and I thought that Fallout 2's rats were pretty aggressive but now that I took a listen, they are actually pretty squeaky. So here's a squeakier attempt at rat-sounds :) :
http://opengameart.org/content/squeaky-rat (cc0)

It might be interesting to see if one sound file would be useful for different effects thanks to the flexible pitch range. For example you could use a lower pitch range for the firewall-cast sound using fire-000.flac, since the firewall is of the same material but is probably more intense/damaging/expensive/"heavier".

Here's a fire loop attempt for the firewall:
http://opengameart.org/content/fire-loop (ccby3)
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Re: Sound Contributions

Postby amuzen » 23 Sep 2013, 20:13

All added! The rat sounds are awesome, and the punch and firewall sounds are nice as well.
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Re: Sound Contributions

Postby qubodup » 26 Sep 2013, 02:41

A video which demonstrates some of the sounds:
https://www.youtube.com/watch?v=FHTlhL5BwkE

I find that the grenade(?) explosions lose volume over too short a distance. No biggie. :)

The punch feels weird, but at least better. :)

I created a growth magic sound, which might or might not be fitting at all (and might be too long or too short :) ):
http://opengameart.org/content/growth-spell (cc-by 3.0).

I don't actually know how to practice magic in the game.
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Re: Sound Contributions

Postby amuzen » 26 Sep 2013, 19:02

qubodup {l Wrote}:A video which demonstrates some of the sounds:
https://www.youtube.com/watch?v=FHTlhL5BwkE


Too bad the game looks like crap on your system. At least it runs, though. :|

qubodup {l Wrote}:I created a growth magic sound, which might or might not be fitting at all (and might be too long or too short :) ):
http://opengameart.org/content/growth-spell (cc-by 3.0).


Sounds awesome! I'm sure I can make it work one way or the other. I just need to fix the wilderness spell itself first since it has been broken since the terrain system update. Integrating the effect might take a day or two because of that.

qubodup {l Wrote}:I don't actually know how to practice magic in the game.


At the moment, you either need to test spells in the arena mode (./lipsofsuna -A) or access them with cheats. With cheats, you can unlock all spells if you press the T key and type "/unlock_all". After that, you need to spawn a spell table by pressing T and typing "/spawn spell table".

I really need to make the spell table spawn in-game and/or make it craftable at some point.
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Re: Sound Contributions

Postby amuzen » 27 Sep 2013, 18:06

It's integrated now, and it sounds great in-game, too. No issues with the duration at all.

The spell in question is graphically and mechanically so sloppy that it doesn't make justice to the sound effect, though. :p
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Re: Sound Contributions

Postby qubodup » 29 Sep 2013, 15:47

Fun!


youtu.be/wTs5q5fzq5E

For some reason at 3:30, one lizard attacks another. Exciting!

I'll have to design or find an enchant and disenchant sound. :)
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Re: Sound Contributions

Postby charlie » 29 Sep 2013, 22:30

That's really cool Q although I don't like the jump sound. It's not Mario! ;)
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Re: Sound Contributions

Postby amuzen » 30 Sep 2013, 00:15

qubodup {l Wrote}:For some reason at 3:30, one lizard attacks another. Exciting!


Yeah, enemies can temporarily get angry at members of friendly factions too. Typically, it happens when one of them is trying to attack you but another steps in front of it. If a monster gets hit by another, it will consider the attacker an enemy for a while and may choose to attack it instead of you.

charlie {l Wrote}:That's really cool Q although I don't like the jump sound. It's not Mario! ;)


Well, I think that the jump sound is bearable for a placeholder that is about old as the project itself :p . I wouldn't mind it being replaced, but I think that making still missing effects is generally more productive at this point.

Character voices in general could also use some heavier specification first since it might be hard to fix incomplete character sound profiles afterwards. Coming up with a complete list of all (~10) required character sounds first would be ideal since it'd make both recording and integrating the sound profiles easier and also lower the risk of recordings being wasted.
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Re: Sound Contributions

Postby charlie » 30 Sep 2013, 00:58

http://opengameart.org/content/jump-sou ... yo-frankie
http://opengameart.org/content/jump-landing-sound

They go together quite well, although I'm sure they could be improved upon.
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Re: Sound Contributions

Postby qubodup » 02 Oct 2013, 17:40

LoS' jump sound is the best freely licensed one around, which is why we used it in Nikki and the Robots as well. :)

I dislike yofrankie's jump sound, but maybe that's just because I dislike yofrankie. :|

What kind of sounds do anime characters make when jumping (normal, non-climactic)?...

I made enchant and disenchant sounds (ccby3):
http://freesound.org/people/qubodup/sounds/202147/
http://freesound.org/people/qubodup/sounds/202148/

but enchant.ogg and teleport.ogg from http://opengameart.org/content/spell-so ... arter-pack might be better suited.
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Re: Sound Contributions

Postby amuzen » 03 Oct 2013, 18:47

I like the jump sound of Yo Frankie in the sense that it's cartoonish in style and you can clearly hear what it's trying to represent: the jumping sound of a squirrel. These are all good qualities in principle, but the problem in this specific case is that the player characters in LoS aren't particularly squirrel-like.

Modern games, anime style or not, appear to just use jumping and landing sounds similar to footstep sounds, except perhaps a bit heavier. There's usually no action sound for being mid-air or such, it seems. If you want to give some personality to the character, you can use voice acting, like an annoying "Yahoo!" for a plumber, every time the character jumps. For research purposes, here's an example from a proprietary game.

I integrated the enchanting and disenchanting sounds, too.
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Re: Sound Contributions

Postby qubodup » 06 Oct 2013, 01:49

I'd assume that Hyperdimension Neptunia Victory needs subtle sounds to not disturb the dominant voice sounds. Off-topic: the "Peashy" character (4:00) animations and facial expressions are hilarious. ^^

By the way, currently I'm avoiding voice audio tasks, thinking it might be overwhelming or the result might be annoying.

I think the "roots" or "growth" crackling part of the growth magic sound is a bit weak. If you also notice this, let me know and I'll try mixing it anew. :)

I made some ice sounds:
http://opengameart.org/content/ice-electricity-magic
IceDamage01 might be an acceptable ice/cold damage sound.
IceDamage03d or IceDamage03e might be acceptable ice bolt spell cast sound.
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Re: Sound Contributions

Postby amuzen » 06 Oct 2013, 19:25

qubodup {l Wrote}:I think the "roots" or "growth" crackling part of the growth magic sound is a bit weak. If you also notice this, let me know and I'll try mixing it anew. :)


I think that it's fine since the growth sound is also played separately at each spot where a tree grows. The behavior of the wilderness spell isn't particularly obvious, though, since trees will only grow on grassland. If you test it in the arena or other place will stone terrain, you'll never hear the separate growth sound.

qubodup {l Wrote}:I made some ice sounds:
http://opengameart.org/content/ice-electricity-magic
IceDamage01 might be an acceptable ice/cold damage sound.
IceDamage03d or IceDamage03e might be acceptable ice bolt spell cast sound.


Awesome! I picked IceDamage03c and IceDamage03f since I liked how recognizable they sound in-game.
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Re: Sound Contributions

Postby qubodup » 10 Oct 2013, 03:22

I made item interaction sounds (cc-by 3) any of which might be good for item shortkey assign*/clear**

* I found out this by reading the sound tasks wiki. The ability to assign number keys could be described in the context help menu on the top right as "0-9: assign key to using item" (or "1-10").
** I have no idea how to clear shortkeys :)

Off-topic: It might be cool to use one for both actions and just use different pitch intervals (0.5-0.7 and 1.5-1.7 for example). Saves space (also memory?). Similarly, some creatures' death sounds could be created by low-pitching pain sounds. Although I must admit that I'm in love with the idea for its use for tiny html5 games and this might be out of place for LoS. Moving on...

This water sound pack (cc-by 3) might contain a sound that is good for the water splash. I'm not sure what kind(s?) of splash is needed.

Many sounds from this pack by artisticdude (cc0) might be well-suited to fill monster roles (slime, lizardmen, perhaps even a dragon). A drawback might be that it is a very popular sound set resulting in less unique sounds. :)

chainmail1.wav might be good as LoS' item-moved sound. To me, it sounds like generic material and not too metallic to be used for any item.
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Re: Sound Contributions

Postby qubodup » 10 Oct 2013, 22:31

PS: Based on Water slosh spashing-8.wav, I attempted to create a lava splash: 20438__agfx__water-slosh-spashing-8-edited-to-lava.flac . I took the sound, slowed it down by 50%, duplicated it and slowed down the duplicate by 50% again, then cut out a portion and faded in/out.

PPS: The file is under CC-BY 3 and the original author needs attribution. I don't remember if LoS' attribution format allows multiple author. I guess alternatively one can create an author that consists of two people?

PPPS...: This is probably the proper thing to include (the same info should be present in the .flac metadata though.

Water slosh spashing-8-edited-to-lava.flac copyright 2013 qubodup http://freesound.org/people/qubodup/
Water slosh spashing-8.wav copyritght 2009 AGFX http://freesound.org/people/AGFX/
Creative Commons Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

EDIT: Is LoS' music style supposed to be serious orchestral (is this even a proper description...)? If FF7-style (which I'd describe as not exactly 'serious') orchestral falls into LoS' scope, this track might be suitable battle music: http://www.jamendo.com/en/track/711979/battle-lv.2
Last edited by qubodup on 11 Oct 2013, 04:34, edited 1 time in total.
Reason: music+
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Re: Sound Contributions

Postby amuzen » 13 Oct 2013, 19:56

I integrated the inventory shortcut sounds. The water and lava sounds will have to wait for a while since water and lava are not functional at the moment. I downloaded them and wrote down the attributions, though, so they'll be put into use eventually. I'll try to take a look at the RPG sound pack too once I'm done fixing the terrain system some.

The musical style is still mostly undecided at the moment. I don't think that the orchestral style fits LoS particularly well, but I don't have a strong opinion on what would fit better either. One of the few things that I have figured out is that combat music has a strict 0 second intro requirement since the combat mode typically lasts only a few seconds. Ideally, it should start at full force and be quite intense so that you can actually tell that combat began before it ended.
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Re: Sound Contributions

Postby Julius » 13 Oct 2013, 20:47

IMHO combat doesn't need any music at all. Maybe if there is a big battle with many enemies you can trigger a more "action" like back-ground music, but music that starts with every combat is just annoying.
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Re: Sound Contributions

Postby qubodup » 20 Oct 2013, 14:14

I haven't seen the digging spell in action but made a sound that might be fitting (although it might not be magical-sounding enough) :)
http://opengameart.org/content/shovel-spell (ccby3)
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Re: Sound Contributions

Postby amuzen » 20 Oct 2013, 18:00

Added! I think that it fits quite well.

The digging spell hadn't been implemented for the new terrain system yet, but it should be minimally functional now.
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