SFX patch for TMW for testing

All aspects of music, audio and sound effects development for all The Mana World projects.


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Re: SFX patch for TMW for testing

Post by wushin »

So working on picking through the SFX of ledmitz.

https://trello.com/c/C8PnAsw7

Abstract doesn't fit, but the rest are really nice. Going to be hard to pick.
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Re: SFX patch for TMW for testing

Post by Chicka-Maria »

wushin wrote:So working on picking through the SFX of ledmitz.

https://trello.com/c/C8PnAsw7

Abstract doesn't fit, but the rest are really nice. Going to be hard to pick.
I've done this before and a lot of the music is unusable. I have posted before about the ones that are. But some of it just doesn't fit any scenarios in the game yet and need to be worked on before being put in game.
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Re: SFX patch for TMW for testing

Post by wushin »

There is no music here, it's all sfx.
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Re: SFX patch for TMW for testing

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Re: SFX patch for TMW for testing

Post by Ledmitz »

:D Thanks and for reference... I had boom.ogg used when Valia teleports quest members.

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Re: SFX patch for TMW for testing

Post by Chicka-Maria »

I'm listening to a lot of these on the trello page and a lot of them don't fit with the game, There are a few that can be used if something needs sound but there is a lot of them I wouldn't add specifically to this.

A few examples are:

1) the lady skeleton sounds, or at leas tthat's what I'm guessing theyre for since its named "ladyskeldie" sounds more like a UFO than it does for a skeleton dieing.

2) some of the sounds don't really feel like they have closed at the end. It sounds unfinished and broken off.

3) The Jacko hurt sounds sound more like a snort than they do a Jacko getting hurt & the Jacko dieing sounds more like something from a race track or more Sci-Fi rather than this type of fantasy the game is designed for.

4) The Terra sounds sound more like a wind monster than they do a rock in a cave. The only ones I see usable from this section is the hitting sounds they make since there is some rock element to it if you listen closely. The Terra hurt sounds are too similar to the terra hit sounds to use, there's barely a difference between the two sounds and you need a unique sound to tell them apart. The dieing one is also unusable since there is for some reason a very high frequency sound playing on it as well, the length should be shorter, the only thing i liked from the dieing sound was the closing part besides the loud frequency noise in the back of it >_>

5) The ingrav sounds sound more like falling trees than they do thunder, I would add a thunder sound to fit the lightening better. Ingrav3 sounds a bit different but its more of a spark sound with rocks underneath than a lightening bolt IMO. Still might be usable until another sound is added for it.

There are many more I wouldn't use maybe it's just the abstract part of the sounds but IMO these wouldn't fit the game with these specific designs.

The nature sound doesn't really need to be added since there is map music, unless someone wanted to have some sort of wind sound to a quest? Might be able to use it for something like such.

some other things:

the miss1.ogg sound is usable, It fits what it's meant for.

The Setzer sounds sound might be able to be used for another weapon instead, it's more for like a metal object sword, the setzer looks more like bone rather than metal. This sounds in general for something like crafting than it does for fighting though, not everything is gonna have metal on metal when fighting would make no sense to hit a fluffy for example or a mouboo and have that sound.

The abstract sound I have no idea where that would fit in this game, maybe if there is a alien sci-fi map somewhere with pinkies taking over.

I wouldn't add sounds for the bow personally since the bow is fired so many times to kill things, it would get annoying to hear the sound 20 times in the first 10 seconds. If there was a sound it should be the sound of the actual bow, not the wind the arrow hits.

The rock knife is the same sense as it sounds more like noises a blacksmith would make rather than being in battle.

Boom could be used for something in a quest if you need to use explosives, 6 seconds is long for that sound and it should be shortened it ends at about 02:00 really.

Scythe-hit1 sounds pretty cool to use, i would refrain from 2-3 because 3 sounds like there is 2 pieces of metal in the sound while 1 covers it up pretty good.

Staff hits sound usable, along with the staff misses it actually sounds like a staff hitting nothing but air which is great.

Kaflosh is definitely usable, I would make it sync with the amount of rain that comes down per spell but I think this is my favourite so far when it comes to sounds fitting with their designation.

Betsanc feels too sci-fi for this game rather than it being a spell.

The bow bans sounds give off a nerve when they play, It's much louder and I personally don't think it's needed.

Anyway this is my feedback and experience from making sounds for other games as well. For the sounds on the trello link there's a very small handful that's usable on the trello card for this game anyway that would fit the atmosphere.

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Chicka






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Chicka
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Re: SFX patch for TMW for testing

Post by Ledmitz »

:evil: WOW Chicka... my Lord, If you were any more critical I'm not sure you would even be taken seriously. In fact, I believe that is the only reason you said anything positive at all. I can't help but feel that I have been insulted, but why IDK. :?
First off, let's all keep in mind that this is a game that has been around for years and has practically NO sounds at all. I do like the sounds that are currently in the game though. If it were a bunch of 8 bit noises, I would still welcome it over the audio void that is current with most mobs, weapons, spells... well.. the list goes on. Of course, there is a no audio and no music selection thanks to 4144 in ManaPlus that would achieve these results for those that do not want sounds.
Secondly, If you truly want the effect of hearing my sounds, Chicka... You should have used my update host to test them while it was running. I wonder how many times I offered you to try, which is just too simple, but you never had time.
And thirdly, let's go over your critique a little.
Chicka-Maria wrote:1) the lady skeleton sounds, or at leas tthat's what I'm guessing theyre for since its named "ladyskeldie" sounds more like a UFO than it does for a skeleton dieing.
I admit that it sounds cartoon like, as the game is kinda cartoon like... there is a humour aspect that I was going for. For those that wish to weigh in...
https://dl.dropboxusercontent.com/u/400 ... eldie1.ogg
https://dl.dropboxusercontent.com/u/400 ... eldie2.ogg
Chicka-Maria wrote:2) some of the sounds don't really feel like they have closed at the end. It sounds unfinished and broken off.
All of my sounds are faded, but quickly as most sounds are very short to match the animation, except in certain instances.
Chicka-Maria wrote:3) The Jacko hurt sounds sound more like a snort than they do a Jacko getting hurt & the Jacko dieing sounds more like something from a race track or more Sci-Fi rather than this type of fantasy the game is designed for.
I myself feel like Jacko sounds should change. I actually used the reaper sound as my base, but I did like the Jacko die when in game. The Jacko is a special enemy and requires a special sound, but it is just an opinion. When a Zombie dies you hear a swoosh sound, but is a bit musical in nature. I love it. I feel it brings the cartoon to life.
https://dl.dropboxusercontent.com/u/400 ... ckodie.ogg
Chicka-Maria wrote:4) The Terra sounds sound more like a wind monster than they do a rock in a cave.
The Terranite is only found in caves. Caves have wind tunnels if you are close to an opening. I did this on purpose. Try it in game.
https://dl.dropboxusercontent.com/u/400 ... ramove.ogg
https://dl.dropboxusercontent.com/u/400 ... rradie.ogg
https://dl.dropboxusercontent.com/u/400 ... rahit1.ogg
https://dl.dropboxusercontent.com/u/400 ... ahurt1.ogg
Chicka-Maria wrote:5) The ingrav sounds sound more like falling trees than they do thunder, I would add a thunder sound to fit the lightening better. Ingrav3 sounds a bit different but its more of a spark sound with rocks underneath than a lightening bolt IMO. Still might be usable until another sound is added for it.
The Ingrav sound was sampled from thunder and originally was longer. I was told I should shorten it to fit animation better and it was no easy task to have thunder sound like thunder in such a small time frame, so I added an electric current sound to help identify it from a gunshot.
https://dl.dropboxusercontent.com/u/400 ... ngrav1.ogg
https://dl.dropboxusercontent.com/u/400 ... ngrav2.ogg
https://dl.dropboxusercontent.com/u/400 ... ngrav3.ogg
Chicka-Maria wrote:The nature sound doesn't really need to be added since there is map music,
nature.ogg is for when a nature spell is cast. Those that tried it in game loved it.
https://dl.dropboxusercontent.com/u/400 ... nature.ogg
Chicka-Maria wrote:The Setzer sounds sound might be able to be used for another weapon instead, it's more for like a metal object sword, the setzer looks more like bone rather than metal.
The Setzer is a metal knife. It is a Short Sword to which you add Iron Ingots and Monster oil to make.
Chicka-Maria wrote:The abstract sound I have no idea where that would fit in this game, maybe if there is a alien sci-fi map somewhere with pinkies taking over.
I just chucked it in there for kicks. I never did use that one in my sound patch.
Chicka-Maria wrote:I wouldn't add sounds for the bow personally since the bow is fired so many times to kill things, it would get annoying to hear the sound 20 times in the first 10 seconds. If there was a sound it should be the sound of the actual bow, not the wind the arrow hits.
The people that tried it commented that they thought it would have been annoying, but they loved it. I made sure the volume was lower. You wanna hear about 5 or more archer going at it. Sure makes it exciting. The sound is a small swish with a little thud at the end. The more powerful the bow, the bigger the thud.
https://dl.dropboxusercontent.com/u/400 ... w-hit1.ogg
https://dl.dropboxusercontent.com/u/400 ... t-hit1.ogg
https://dl.dropboxusercontent.com/u/400 ... s-hit2.ogg
Chicka-Maria wrote:The rock knife is the same sense as it sounds more like noises a blacksmith would make rather than being in battle.
The Rock Knife is made of rock and I did not want it to sound like metal, but rather a very dense rock that would still make a bit of a 'ting' sound. I think that #1 sounds a bit too metalic, but #2 is good, and both are better than none.
https://dl.dropboxusercontent.com/u/400 ... k-hit1.ogg
https://dl.dropboxusercontent.com/u/400 ... k-hit2.ogg
Chicka-Maria wrote:Betsanc feels too sci-fi for this game rather than it being a spell.
This is one of my favourites. I was scared it was going to be that way till I patched it in. I love how it goes so well with the animation sprites.
https://dl.dropboxusercontent.com/u/400 ... anc-on.ogg
https://dl.dropboxusercontent.com/u/400 ... nc-off.ogg
Chicka-Maria wrote:Anyway this is my feedback and experience from making sounds for other games as well. For the sounds on the trello link there's a very small handful that's usable on the trello card for this game anyway that would fit the atmosphere.
Have you made sounds for this game? Which sounds? One thing's for sure, It sure has been a while since any new ones have been added. I remember hearing your music that you proposed for Candor. I forget what it was like now, but I do remember liking it and anything is better than the same music as in every other cave in the game. For those that have not heard the two main songs I had proposed to be used on other maps before, here's the links.
https://dl.dropboxusercontent.com/u/400 ... aryDay.ogg
https://dl.dropboxusercontent.com/u/400 ... edmitz.ogg

8) :twisted:
Last edited by Ledmitz on 04 Dec 2015, 01:15, edited 1 time in total.

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Re: SFX patch for TMW for testing

Post by wushin »

Agree, something is better than nothing in a lot of these cases. There is enough variance in the files to pick the ones we like the best and implement them.
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Re: SFX patch for TMW for testing

Post by Chicka-Maria »

I'm sorry you feel that way about criticism as it was for the work and not you personally. I was asked to give input and that was my input, id rather be honest than lie to you. You should stop being mad, taking it personally and take it as a chance to improve, feel free to talk to me in game or message me here on how you can improve the sounds for the places they are meant to go to.

Also if something is not fitting I disagree on the "something is better than nothing" perspective. This will lead to disaster as sounds that shouldn't be there, really shouldn't be there. Adding sci-fi like sounds to a fantasy game is just wrong especially when the monsters have no indication of having sci-fi.

No I didn't say positive things so people would brush off the criticism I put positive feedback on things I felt had a positive outcome.

also: I have checked your music before and gave you feedback on it on things that needed fixing and to be changed but you never changed anything. the dreary day sounds is a good example of this I cannot count how many times I asked you to change a few things in the beginning of it and to cut certain sounds off so it blends better.

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Re: SFX patch for TMW for testing

Post by wushin »

I'd rather play a terrible game that needs improvement than a decent game that refuses to improve.
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Re: SFX patch for TMW for testing

Post by Chicka-Maria »

Adding music/sounds that doesn't fit to the game isn't improvement.
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Re: SFX patch for TMW for testing

Post by Ledmitz »

Chicka-Maria wrote:I have checked your music before and gave you feedback on it on things that needed fixing and to be changed but you never changed anything. the dreary day sounds is a good example of this I cannot count how many times I asked you to change a few things in the beginning of it and to cut certain sounds off so it blends better.
I'm glad you brought that up. I did make some changes you requested and resent to you and received more criticism and then was once again put off... indefinitely. Although Dreary Day is already loop-able in it's original form, it's ok for music to be dynamic, I did do as you said and cut out the long fade in and out. As a refresher... here it is once again.
https://dl.dropboxusercontent.com/u/400 ... edmitz.ogg

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Re: SFX patch for TMW for testing

Post by Chicka-Maria »

Ledmitz wrote:
Chicka-Maria wrote:I have checked your music before and gave you feedback on it on things that needed fixing and to be changed but you never changed anything. the dreary day sounds is a good example of this I cannot count how many times I asked you to change a few things in the beginning of it and to cut certain sounds off so it blends better.
I'm glad you brought that up. I did make some changes you requested and resent to you and received more criticism and then was once again put off... indefinitely. Although Dreary Day is already loop-able in it's original form, it's ok for music to be dynamic, I did do as you said and cut out the long fade in and out. As a refresher... here it is once again.
https://dl.dropboxusercontent.com/u/400 ... edmitz.ogg
I'll have to listen to the DrearyDay song again from yesterday, It wasn't just the looping that needed to be changed on it, there were certain sounds that were to be adjusted/removed/shortened and then the loop needed to blend after those changes were made. I'm not sure if this link is different from the last post but I still hear static and other sounds especially in the beginning that should be adjusted. again, feel free to send me a PM or in game message to discuss the problems and which sounds need to be changed. It has a lot of potential and can be a great track with these changes made.

It wasn't put off I was waiting for the rest of the changes to be made which never happened. I also asked for a cut version and gave you the exact times/sounds to cut out for this version and that never happened.

~Chicka
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Re: SFX patch for TMW for testing

Post by Ledmitz »

Yes, come to think of it, I think I was supposed to do more changes. At the time I had already been a little miffed about none of the sounds being used and practically no one trying out my update server, but everyone wanted me to alter some... when I would make those changes, other ppl had other opinions (this is not just here at TMW) and would want me to change it again. In short, I have no problem revisiting some of these things, but after all the time I spent on it, I'm just not willing to spend anymore unless at less 1 or more sfx get used, otherwise I feel I'm just wasting my time, and time is precious. I just turned 40 yrs old today and lots to do for the party yet, not to mention my car's been in the shop forever. I have to check on that too. It's a busy time of year with Xmas coming too, but I'll do what I can to keep ppl happy if anything gets used at all. 8)

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Re: SFX patch for TMW for testing

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Ledmitz wrote:Yes, come to think of it, I think I was supposed to do more changes. At the time I had already been a little miffed about none of the sounds being used and practically no one trying out my update server, but everyone wanted me to alter some... when I would make those changes, other ppl had other opinions (this is not just here at TMW) and would want me to change it again. In short, I have no problem revisiting some of these things, but after all the time I spent on it, I'm just not willing to spend anymore unless at less 1 or more sfx get used, otherwise I feel I'm just wasting my time, and time is precious. I just turned 40 yrs old today and lots to do for the party yet, not to mention my car's been in the shop forever. I have to check on that too. It's a busy time of year with Xmas coming too, but I'll do what I can to keep ppl happy if anything gets used at all. 8)
Happy birthday Led!
The sounds you made are awesome, one in particular, the Lady Skeleton made me laugh hysterically because its so funny, and the other ones sound good too.
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