I got a sound extraction suggestion [1] (I'd say that didn't work out) and the suggestion to try PSIndustrializer or generate a gear shift sound [2] (might be worth a listen).

[1] http://ompldr.org/vZTQxMQ
[2] http://ompldr.org/vZTQyMQ

Let me know if either is good.

Cheers
Iwan

On Tue, Jun 5, 2012 at 2:50 PM, Iwan Gabovitch <qubodup@googlemail.com> wrote:
I committed all sounds except clank1.wav and added credits/legal info.

I asked for support on replacing the last remaining sound on freesound [1] and opengameart [2].

[1] http://www.freesound.org/forum/sample-requests/32626/
[2] http://opengameart.org/forumtopic/car-gear-shift-sound

Thanks for reviewing and putting up with my amateur sound skills. ;)

Cheers

Iwan

On Sun, May 27, 2012 at 11:43 PM, Liviu Andronic <liv-public@myopera.com> wrote:
Hey Iwan
Moving back to the list..


On Wed, 23 May 2012 12:22:06 +0200, Iwan Gabovitch <qubodup@googlemail.com> wrote:
http://blog.lostchocolatelab.com/2012/05/racing-game-sound-study-links.html

Thanks for the link. I took a look at the study and it's quite interesting.


On Sun, Apr 22, 2012 at 6:21 PM, Liviu Andronic <liv-public@myopera.com>wrote:
On Sun, 15 Apr 2012 13:46:26 +0200, Iwan Gabovitch <qubodup@googlemail.com>
wrote:



Thanks a lot for taking a listen of the sounds in such great depth.

I can only try keeping to find an actual sound designer to help us out on
Freesound.org, OpenGameArt.org, FreeGameDev.net and perhaps other sites.
I think that would be great.



It
would very much help to have Mac OS X and Windows binaries for that
purpose, so the designers could test their works.

Ishmael, some time ago we entertained the possibility of generating Windows binaries (using MSI packaging) cross-compiled from Linux. Did you make any progress with that? Could you give us any pointers on how to approach this?



For now I would like to suggest that I commit the sounds, which I created,
so that the licensing is taken care of. And that I add a todo text file to
the repository with your suggestions for creating better sounds. Is this a
good solution?

I tested the sounds a bit more and I think that the wind.wav and clank3.wav are fine as they are. Unless there are some improvements in the pipeline, feel free to commit the two. (The only slightly disturbing thing about clank3.wav is that the sound suggests a permanent deformation of the chassis, while the Trigger car is always coming out of a crash shiny and brand new.) And the gravel2.wav sound: it's not that bad, actually, for a gravelly sound. (I think I was more off-put initially since I was hoping for a more "sandy" replacement.) Unless there are other objections, this one can go in, too.

As for clank1.wav, it's not good enough (see my comments in the prev email).

Should you get any feedback from audio designers, I would be curious to check out enhanced versions of the replacement sounds.

Cheers
Liviu



--
Iwan Gabovitch



--
Iwan Gabovitch
qubodup@gmail.com
qubodup.net