Bow Sound
Forum rules
This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.
Its current use is for the continued development of the server and game it has always served: TMW Classic.
Bow Sound
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.
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.
Re: Bow Sound
For the actual sound, "steal" the one from wesnoth (one of the rare projects that also uses GPL data).
Former programmer for the TMWA server.
Re: Bow Sound
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.
Re: Bow Sound
this is the sound of a real bow:
http://www.freesound.org/people/Erdie/sounds/65733/
http://www.freesound.org/people/Erdie/sounds/65734/
it shouldn't be heard to loud.
http://www.freesound.org/people/Erdie/sounds/65733/
http://www.freesound.org/people/Erdie/sounds/65734/
it shouldn't be heard to loud.
Last edited by Nard on 26 Dec 2011, 16:23, edited 2 times in total.
Re: Bow Sound
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
See http://tvtropes.org/pmwiki/pmwiki.php/M ... onutEffect
- 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: Bow Sound
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).
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).
Re: Bow Sound
It doesn't look like having a pull and release part, but only one sound event: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.
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>
Re: Bow Sound
Of course, but that doesn't mean it has to be superannoying...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
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 too much.
Re: Bow Sound
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)
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.
Re: Bow Sound
i new here! i really got lot of information from you... thats really great works!