[GIT] Zombie sounds

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bcs86
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[GIT] Zombie sounds

Post by bcs86 » Thu Jun 04, 2009 5:42 pm

We probably will need sounds for any zombie-like monster that gets implemented. Here are a few from me. :oops:

Edit 2009-12-26: corrections at the Mantis
cleaning up old attached files.
Last edited by bcs86 on Sun Dec 27, 2009 4:54 am, edited 4 times in total.
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Re: [WIP] Zombie sounds

Post by feline monstrosity » Thu Jun 04, 2009 6:05 pm

Hey, those are pretty good! This game is in dire need of sound effects.
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Re: [WIP] Zombie sounds

Post by Crush » Thu Jun 04, 2009 6:30 pm

Thanks for your contribution. Can you tell us how you make these effects?
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Re: [WIP] Zombie sounds

Post by bcs86 » Thu Jun 04, 2009 7:25 pm

Crush,
They were done in Audacity by changing pitch down to about -30 and adding an echo with a delay time of 0.25 and a decay factor of 0.3 to my voice trying to do a Donald Duck like impression. :lol:
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Re: [WIP] Zombie sounds

Post by Crush » Thu Jun 04, 2009 7:43 pm

I think we should use the growl effect for missing an attack and the hit effect for hitting. Can you also create a dying sound effect?
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Re: [WIP] Zombie sounds

Post by bcs86 » Thu Jun 04, 2009 8:27 pm

Here is an effect for a zombie dying. The length is 3 seconds, I can work on something shorter too if needed.
Kage wrote:We are non-profit... we never had money for stuff like that.
Also, the crowd this games appeals to is very limited
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Re: [WIP] Zombie sounds

Post by Superkoop » Fri Jun 05, 2009 1:21 am

The dying sound is a bit too drawn out and wild; however the end of it where it's a really low growl I think sounds a bit more appropriate for a dying zombie - sort of like the zombie is releasing its final breath through the growl. The other two sounds are great IMO! :)
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Re: [WIP] Zombie sounds

Post by Fother » Fri Jun 05, 2009 3:41 am

Awesome!

Would you be able to make a 1.1 second version to fit the death animation? (~300ms for the collapse and ~800ms for the soul release)

See Frames.

Also, please feel free to check out the sound effects page http://wiki.themanaworld.org/index.php/SFX and flesh out any of our other missing sounds too! :mrgreen:
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Re: [WIP] Zombie sounds

Post by Rotonen » Fri Jun 05, 2009 10:32 am

A pool of ~5 different swinging sounds for each weapon type will come in handy on the long run.

Also ~5 different "player getting hit" sounds and the same for "monster getting hit" for each monster too.

Some subtle "monster moving around" or "monster presence" sounds for monsters will be desperately needed.

The problem here will be to maintain order in the soundscape: we do not want a chaotic clutter of sounds.

Keep on posting and we'll see where it takes us from there. Just keep the goal in mind.
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Re: [WIP] Zombie sounds

Post by bcs86 » Fri Jun 05, 2009 1:52 pm

Here are two moaning zombie sounds. They are more quiet, intended to be suitable for a type of "is near" noise within the environment. I'll work on another zombie-dying to match the animation.
Last edited by bcs86 on Fri Jun 05, 2009 3:00 pm, edited 1 time in total.
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Re: [WIP] Zombie sounds

Post by bcs86 » Fri Jun 05, 2009 2:39 pm

Zombie- hit, growl, and dying have been changed to be less loud and mono.

These are the changed files:
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Re: [WIP] Zombie sounds

Post by bcs86 » Fri Jun 05, 2009 5:33 pm

In the animation, the rot head combusts then the soul flies upward. For that I made this sound effect but it does need improvement:
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Re: [WIP] Zombie sounds

Post by Crush » Fri Jun 05, 2009 7:24 pm

For thechnical reasons the "death scream" and the "soul release" must be in one sound file when you want both to be heard.
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Re: [WIP] Zombie sounds

Post by bcs86 » Fri Jun 05, 2009 8:06 pm

Would you be able to make a 1.1 second version to fit the death animation? (~300ms for the collapse and ~800ms for the soul release)
I've redone the zombie-dying file. This should fit the death animation.
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Re: [WIP] Zombie sounds

Post by bcs86 » Sat Jun 06, 2009 6:20 pm

Since the Rot Head monster attacks with a bite, I've made a supplementary noise for it. (a soda can being crushed. Warped and shortened in Audacity.)
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