Any sound modders?

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Psycho_Sam

FNG / Fresh Meat
Mar 6, 2006
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Birmingham, UK
www.rawgames.co.uk
Any sound modders out there? We need people who can make unique and realistic gun sounds for our mod. Desert fox is doing a great job so far but needs somebody to help him.

Anybody who is interested should contact me :cool:
 

LoranKorn

FNG / Fresh Meat
Aug 13, 2006
6
0
0
57
Northern Hungary
I have extensive experience, archive to work from and all the softwear to do so.
I made sounds for Gearbox, Infinity Ward and Illusion Softworks. I am currently working for Bestway on a contract basis. I would love to help if you find my references good enough.
The only problem is I dont have an SDK for RO. Although I dont necesserily need one. You can send me the extracted sound files via icq or even email.
In order to make the sounds work I need to see the original *.wav or otherwise I have no clue as to the type of sound (streamed, dual-channeled etc,) I am dealing with.

How many sound channels are in the game, you know?
 

Moz

FNG / Fresh Meat
Nov 21, 2005
1,773
1
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AFAIK unreal2.5 using mono channel 16 bit at a maximum sample rate of 44~ but usually uses 22~
 

LoranKorn

FNG / Fresh Meat
Aug 13, 2006
6
0
0
57
Northern Hungary
- How big are the individual sound files? Is there an upper limit?
- Do the sounds have the echo included or have a second sound channel for decay?
- How many sound channels can be played simultaniously? Like when the engine is running and you can hear the tracks also that must be two sound channels or mixed into one streamed sound file. (I would do it in two individual sound channels to have clarity). If there is ambient running simultaniously that is a third channel and so on.

That is why I would love to have some sound samples. (I dont have an official copy of the game yet so I can't download the SDK as just yet which in terms means I have no access to extracted sound files in *.wav) Could you send me some sound files to look at?
 

Moz

FNG / Fresh Meat
Nov 21, 2005
1,773
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0
- How big are the individual sound files? Is there an upper limit?
- Do the sounds have the echo included or have a second sound channel for decay?
- How many sound channels can be played simultaniously? Like when the engine is running and you can hear the tracks also that must be two sound channels or mixed into one streamed sound file. (I would do it in two individual sound channels to have clarity). If there is ambient running simultaniously that is a third channel and so on.

- Sound files are contained in packages (uncompressed) AFAIK there is no limit on size but it still isn't recommended to have massive files as I'd imagine it would put a strain on the hardware

- There are several EAX effects and limited echo, gain, decay effects that can be done in game/code. Again Hardware dependant.

- Hardware dependant, I think the standard is 32 voices. These sound effects are called apon in coding script etc and don't function in channels besides whatever the engine puts out (stereo - 5.1 surround) And 3d directional sound.

I'm going to be busy all weekend so you'll have to ask someone else to send you some samples.

In the mean while, read up:

http://wiki.beyondunreal.com/wiki/Sounds
http://wiki.beyondunreal.com/wiki/Sound_Browser
IMPORTANT: http://wiki.beyondunreal.com/wiki/Importing_Sounds
 

Psycho_Sam

FNG / Fresh Meat
Mar 6, 2006
1,242
16
0
34
Birmingham, UK
www.rawgames.co.uk
Hey Loran ignore my earlier PM I had not seen your posts :D I can send you some sounds but I am going away from tomorrow until wednesday. If you still dont have RO when you get back I will email you some examples ;)