Bow Sound

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Jenalya
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Bow Sound

Post by Jenalya »

It'd be nice if someone could work on one or several new bow sounds, since the current one is annoying.
Several sounds because there was a discussion in IRC to add a feature to the client to allow randomly using a sound from a pool of sounds, this would make it less dreary.
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o11c
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Re: Bow Sound

Post by o11c »

For the actual sound, "steal" the one from wesnoth (one of the rare projects that also uses GPL data).
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dariunas
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Re: Bow Sound

Post by dariunas »

Is the animation a pull and release? If there's a little breakdown of the timings for when it's pulled and released, I could try to do something.
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Nard
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Re: Bow Sound

Post by Nard »

Last edited by Nard on 26 Dec 2011, 16:23, edited 2 times in total.
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Crush
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Re: Bow Sound

Post by Crush »

When doing sound design, it's less important to get the sound which is realistic, and more important to get the sound the audience expects to hear.

See http://tvtropes.org/pmwiki/pmwiki.php/M ... onutEffect
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Nard
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Re: Bow Sound

Post by Nard »

I chose these ones because it is what I expect to hear from a bow, because they are short enough to stay synchronous with the actual bow speed and are sufficiently unobtrusive to be compatible with music.
I don't expect to hear a wooden rod vibrating against a table when an arrow hits the rotten flesh of a zombie.
To be Improved the sound effect should have at least a hit sound and a miss sound. :/

Now about the other weapon sound. Knives and dagger should have no sound fx, just as in movies, their sound could be used as sword sound instead (less loud in my opinion).
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Jenalya
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Re: Bow Sound

Post by Jenalya »

dariunas wrote:Is the animation a pull and release? If there's a little breakdown of the timings for when it's pulled and released, I could try to do something.
It doesn't look like having a pull and release part, but only one sound event:

Code: Select all

    <item id="31"
        weapon_type="10">
        <sprite>weapon-bow.xml</sprite>
        <sound event="strike">weapons/bows/bow_shoot_1.ogg</sound>
    </item>
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Derpella
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Re: Bow Sound

Post by Derpella »

Crush wrote:When doing sound design, it's less important to get the sound which is realistic, and more important to get the sound the audience expects to hear.

See http://tvtropes.org/pmwiki/pmwiki.php/M ... onutEffect
Of course, but that doesn't mean it has to be superannoying...
Besides, if I remember well, this particular sound was used when you were out of arrows. It was good- annoying sound of "empty" bow was a very noticable alert, that something is not right. Now this useful effect is broken...
I'm Image too much.
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dariunas
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Re: Bow Sound

Post by dariunas »

I agree, the ear lends a lot of credibility to sounds which are not realistic. What is really important is that it comes together to create a tight feel is a good sound-to-visual match.

I have brought up the matter of sound FX mapping in another thread. At the moment, the suggestion for various actions for various weapons is way too much.

There should really be:

- a couple of 'hurt' sounds per enemy. (low and high damage) - this would also be the successful attack effect.
- a 'swing' type sound for a weapon on its own - would also double as a miss.

(these weren't the only suggestions - I think there's more in the original thread)
Last edited by dariunas on 30 Jun 2012, 12:56, edited 1 time in total.
Tommy345
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Re: Bow Sound

Post by Tommy345 »

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