Bird Sound Effects
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- Anonymous!!!
- Novice
- Posts: 177
- Joined: 29 Oct 2009, 06:37
- Location: Hurnscald
Bird Sound Effects
Well, I've been working on a bird as you may have heard (Sorry didn't mean to make an ultra cheesy rhyme) and I have also made Sound effects for it.
Basically the sing kicks in while the bird is on the ground.
As I said previously if it is not possible to wait for the sing to kick in then I'll put some silence at the start of the audio. I need to work on the miss as it sounds crap but anyone who wants to make a miss please do so Also please feel free to help me by editing the audio as I'm a newbie here XD Sorry didn't mean to make them sound like other monsters! XD
(I still have the sing to attach sorry gonna have to double post! )
Basically the sing kicks in while the bird is on the ground.
As I said previously if it is not possible to wait for the sing to kick in then I'll put some silence at the start of the audio. I need to work on the miss as it sounds crap but anyone who wants to make a miss please do so Also please feel free to help me by editing the audio as I'm a newbie here XD Sorry didn't mean to make them sound like other monsters! XD
(I still have the sing to attach sorry gonna have to double post! )
-Nahem - My Characters in use are:
Project Hurnscald
I'm currently attempting to develop an Event Arena and I'm looking for ideas!
- Nahem
- Knetrin
- Nullified
Project Hurnscald
I'm currently attempting to develop an Event Arena and I'm looking for ideas!
- Anonymous!!!
- Novice
- Posts: 177
- Joined: 29 Oct 2009, 06:37
- Location: Hurnscald
Re: Bird Sound Effects
Sorry! Had to attach sing!
-Nahem - My Characters in use are:
Project Hurnscald
I'm currently attempting to develop an Event Arena and I'm looking for ideas!
- Nahem
- Knetrin
- Nullified
Project Hurnscald
I'm currently attempting to develop an Event Arena and I'm looking for ideas!
Re: Bird Sound Effects
Sorry to be the bearer of bad news again, but eAthena only plays 4 sounds at specific times for mobs:
1.hit (when they hit the player)
2.miss
3. hurt (player hits them)
4.death
Currently there is no way to have a mob play a sound when it is not in combat. You could add an ambient sound track of bird noises and have it play for the whole map your mobs are added to.
1.hit (when they hit the player)
2.miss
3. hurt (player hits them)
4.death
Currently there is no way to have a mob play a sound when it is not in combat. You could add an ambient sound track of bird noises and have it play for the whole map your mobs are added to.
Re: Bird Sound Effects
That is a shame. Sound effects in the back ground will be nice but sound effects of local flora and fawna would be great. I hope some coder genius finds time to help implement it.
Re: Bird Sound Effects
Ambient sound effects would be great, but to make them really enjoyable we need to do some major changes to to whole audio system of the client to allow positional audio. Unless you want the sound of a waterfall to have maximum volume the moment the waterfall comes onto the screen and be silenced abruptly the moment it leaves the screen.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
Re: Bird Sound Effects
I thought positional audio existed when monsters attacked. As in if someone else is fighting a monster near by I can hear the slime attacking him. I could be wrong.
By local I mean on your screen.
So if like the animations audio could be added to the monsters it would provide ambient sound specific to each players screen.
If sounds could be linked to a tile then a water fall could have multiple links in its area that produce a 5-10% waterfall noise and then when you get closer as your screen includes more of the linked areas the sound would grow louder due to the stacking.
I'm not a coder but the suggestions might inspire a coder in a different direction.
By local I mean on your screen.
So if like the animations audio could be added to the monsters it would provide ambient sound specific to each players screen.
If sounds could be linked to a tile then a water fall could have multiple links in its area that produce a 5-10% waterfall noise and then when you get closer as your screen includes more of the linked areas the sound would grow louder due to the stacking.
I'm not a coder but the suggestions might inspire a coder in a different direction.
Re: Bird Sound Effects
Positional audio means that volume and stereo panning of a sound effect depends on the position of its source relative to the position of the player.
Currently the Mana client can only play sounds with a fixed volume and stereo panning.
Currently the Mana client can only play sounds with a fixed volume and stereo panning.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
Re: Bird Sound Effects
Have played many games where the ambient audio didn't always have to be positional. It was a mix. Mario 64's castle grounds had the birds singing and gave the place a nice sense of space. I think the engine could also handle sound in space, but I can't remember specifics...
I personally think it would be fine to add in a low volume track of ambience that contains the sounds...
I personally think it would be fine to add in a low volume track of ambience that contains the sounds...