From: Iwan G. <qu...@go...> - 2012-04-15 11:46:32
|
Hello all, I created a sound replacement pack for the wind, gravel, collision and gear sounds using own and public domain sounds from freesound.org. I prepared a .7 file [1] and a .ogg Vorbis preview [2] of the sounds in-action. [1] http://qubodup.net/f/trigger/sounds.7z (1.3M) [2] http://qubodup.net/f/trigger/trigger-clearsound.ogg (0.9M) Please review and let me know what you think! If there are no objections, I will commit these sounds in a week to SVN. Cheers -- Iwan Gabovitch qu...@gm... qubodup.net |
From: Iwan G. <qu...@go...> - 2012-04-16 14:49:56
|
PS: All the sounds: gravel, wind, collision, gear-change can be listened to in the latest video I made [1]. The engine sound has already been replaced before. [1] http://www.youtube.com/watch?v=Igc7GGB_Zz4 Cheers Iwan On Sun, Apr 15, 2012 at 1:46 PM, Iwan Gabovitch <qu...@go...>wrote: > Hello all, > > I created a sound replacement pack for the wind, gravel, collision and > gear sounds using own and public domain sounds from freesound.org. I > prepared a .7 file [1] and a .ogg Vorbis preview [2] of the sounds > in-action. > > [1] http://qubodup.net/f/trigger/sounds.7z (1.3M) > [2] http://qubodup.net/f/trigger/trigger-clearsound.ogg (0.9M) > > Please review and let me know what you think! If there are no objections, > I will commit these sounds in a week to SVN. > > Cheers > > -- > Iwan Gabovitch > qu...@gm... > qubodup.net > > -- Iwan Gabovitch qu...@gm... qubodup.net |
From: Liviu A. <liv...@my...> - 2012-04-22 16:22:02
|
Hello I am trying one replacement at a time and below are my raw impressions. On Sun, 15 Apr 2012 13:46:26 +0200, Iwan Gabovitch <qu...@go...> wrote: > I created a sound replacement pack for the wind, I tried it in RS Cup > Sinuous and this one generates the effect of a turbine, I think. I am quite fond of the current, which through the loop sounds like coyotes howling at night (or other beasts making nightly noises). But this is a good replacement. One remark: the sound gets intense very quickly, even at relatively low speeds (around 100km/h). (Use headphones to notice that.) Do you think this is an issue? Can this be easily addressed, perhaps via some sox switches? > gravel, It is less gravely than the current one, but at the same time it is as if it were throwing pebbles all around (notice this especially on first acceleration). Also, apart the flying pebbles effect, it is less noticeable than the current. I'm not sure if I like this flying pebbles effect, especially since it can be easily mistaken for someone trying to short-circuit you in quick succession. :) > collision and gear > sounds using Unfortunately I am not very happy with either. The current gear change sound is barely noticeable and does very well what is supposed to do: gently informs of a gear change. The replacement feels like a pounding (or someone shooting in a lab/isolated room, or the tire going flat) every time I change the gear. :) To me the gear change sound should be more clap like. Can we come up with something similar? Alternatively, can we lower the sound level of the present replacement? The current collision sound is the one I'm most unhappy with and it's good that we replace it. However the replacement you propose sounds eerily similar to the gear change sound: are they both coming from the same source? And the same objection applies: it feels like a shooting or tyre puncturing sound, not quite like a car impact. Moreover, it's very hollow. Can this be addressed? Cheers Liviu |
From: Liviu A. <liv...@my...> - 2012-05-27 21:43:23
|
Hey Iwan Moving back to the list.. On Wed, 23 May 2012 12:22:06 +0200, Iwan Gabovitch <qu...@go...> 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...@my...>wrote: >> On Sun, 15 Apr 2012 13:46:26 +0200, Iwan Gabovitch >> <qu...@go...> >> 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 |
From: Liviu A. <liv...@my...> - 2012-05-28 06:56:50
|
On Mon, 28 May 2012 00:52:56 +0200, Ishmael Turner <ish...@gm...> wrote: > and native OSX. > For info, I logged in a new port request for trigger-rally at MacPorts. [1] I have no idea whether this would work. Liviu [1] https://trac.macports.org/ticket/34646 |
From: Iwan G. <qu...@go...> - 2012-05-28 08:04:25
|
Perhaps one should specify which version (last release or svn HEAD) we request to be built? Iwan On Mon, May 28, 2012 at 8:56 AM, Liviu Andronic <liv...@my...>wrote: > On Mon, 28 May 2012 00:52:56 +0200, Ishmael Turner > <ish...@gm...> wrote: > > and native OSX. > > > For info, I logged in a new port request for trigger-rally at MacPorts. > [1] I have no idea whether this would work. > > Liviu > > [1] https://trac.macports.org/ticket/34646 > > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > trigger-rally-devel mailing list > tri...@li... > https://lists.sourceforge.net/lists/listinfo/trigger-rally-devel > -- Iwan Gabovitch qu...@gm... qubodup.net |
From: Liviu A. <liv...@my...> - 2012-05-28 09:13:10
|
On Mon, 28 May 2012 10:04:15 +0200, Iwan Gabovitch <qu...@go...> wrote: > Perhaps one should specify which version (last release or svn HEAD) we > request to be built? > Good catch! Done. Liviu |
From: Ishmael T. <ish...@gm...> - 2012-05-28 10:28:27
|
Posting back to the list. On 28 May 2012 18:25, Liviu Andronic <liv...@my...> wrote: > Hey Ishmael > > > On Mon, 28 May 2012 00:52:56 +0200, Ishmael Turner < > ish...@gm...> wrote: > >> The problem I had was that most of the cross-compiling information I found >> assumed Autoconf and Automake. So I faced the prospect of learning the >> Autotools first and then learning (and possibly fixing) Autojam before I >> could even start a build. I did an Automake based build instead, to reduce >> the number I things I had to learn. I used a patched copy of MXE ( >> http://mxe.cc/) to build all the dependencies. I patched the audio code >> so >> that the Windows build would use OpenAL. The build failed on the link step >> (some pkg-config problem), and I had to cobble together my own link call >> to >> GCC, but I got an executable out of it. >> >> Hmm, I wasn't expecting that there would be so many complications here. > It took me awhile to figure out the autotools mindset mostly! And I tried to re-invent the wheel and cross-compile the dependent libraries myself, MXE was a big time saver, once I found it. > > I tested the executable under Wine, XP, and Vista and it worked! I >> installed manually by copying the data folder next to the executable's >> location. I haven't worked on the MSI yet, and I may use NSIS instead. >> Even >> ZIP would be fine at first. >> >> Yes, with proper installation instructions a ZIP would do just fine. I > propose that we start small: come up with a working binary (which it seems > you already did), label it 'experimental' and release it in the wild. Those > needing Win binaries will be happy, and we waive responsibility. :) > > I've given up trying to upload to SF, it's just too slow tonight. See if you can pick it up from here: https://dl.dropbox.com/u/62859383/trigger.exe Installation: - Create C:\Program Files\Trigger Rally (or C:\Program Files (x86) on 64-bit Windows) - Copy trigger.exe from the link above into the new folder - Download the latest data from SF - Unpack the data into the new folder. Do not keep the 'data' top level folder, that is, you should have 'events', 'maps', 'textures' etc. directly in the Trigger Rally folder. - Optionally create a shortcut. Then you should be able to start trigger.exe. > I have got a few things to do before I can release it, the main issue is >> to >> make the build repeatable, since it depends on my PC's setup. I have to >> fix >> the final linking step. >> > Could you send me the binaries so that I could give it a spin? > > > And, it would be good if the Automake build could >> >> Do we have 'automake'? I thought we were with 'waf'? Oh, I realized that > 'automake' is part of your personal hackings. > Yes that's right, I created a personal build using Autoconf and Automake. The official build system is Autoconf and Autojam. I quite like jam as build tool but I don't understand the Jamfiles well enough to know if any failures in the cross-compile are bugs in Autojam or problems in our build scripts, or the cross-compile configuration. There is a lot more documentation for Automake so I stuck with that. > support native Linux, mingw cross builds on Linux, and mingw builds on >> Windows, and native OSX. >> >> Yes, that would be cool. As soon as we have a recipe that I understand, > I could take care of the packaging for future releases. > > > I had expected that I would have time for Trigger a few weeks ago but my >> personal life intervened and realistically I doubt I'll have time over the >> next few weeks. >> > Good luck with that! I'm also a bit busy myself. > Thanks! > I might be able to upload my repository to Gitorous if >> there is any interest in looking at my Autotools branch. >> > Yes, that would be nice, I think. Maybe Jasmine could take a look at it, > too. > > I've created a repository on Gitorious: https://git.gitorious.org/trigger-rally-build-experiments/trigger-rally-build-experiments.git The 'autotools' branch has my build work, there is some documentation but it is only first draft material. I can't remember, but I hope there is nothing embarrassing in it! The master branch is the SVN branch. Give it a few hours before you try downloading it though. It is still uploading as of when I sent this mail. 40 KiB/s up, can you believe. > I'll see if I can >> upload the executable I have from the only successful build so far to SF >> as >> well. >> >> Along with installation instructions, that would be great. > > Cheers > Liviu > |
From: Liviu A. <liv...@my...> - 2012-05-31 15:22:10
|
On Mon, 28 May 2012 12:28:14 +0200, Ishmael Turner <ish...@gm...> wrote: > I've given up trying to upload to SF, it's just too slow tonight. See if > you can pick it up from here: > https://dl.dropbox.com/u/62859383/trigger.exe > I've just tested the binary under Wine and it worked just fine. I was only amused to see that version string was '0.6.1'. Cheers Liviu |
From: Liviu A. <liv...@my...> - 2012-05-28 14:34:33
|
On Mon, 28 May 2012 12:28:14 +0200, Ishmael Turner <ish...@gm...> wrote: > It took me awhile to figure out the autotools mindset mostly! And I tried > to re-invent the wheel and cross-compile the dependent libraries myself, > MXE was a big time saver, once I found it. > Cool. > I've given up trying to upload to SF, it's just too slow tonight. See if > you can pick it up from here: > https://dl.dropbox.com/u/62859383/trigger.exe > SF was more merciful with me. Now it's uploaded. I only renamed the binary to trigger-rally.exe. > Installation: > - Create C:\Program Files\Trigger Rally (or C:\Program Files (x86) on > 64-bit Windows) > - Copy trigger.exe from the link above into the new folder > - Download the latest data from SF > - Unpack the data into the new folder. Do not keep the 'data' top level > folder, that is, you should have 'events', 'maps', 'textures' etc. > directly > in the Trigger Rally folder. > - Optionally create a shortcut. > > Then you should be able to start trigger.exe. > The instructions are also on SF in the slightly updated README. > Yes that's right, I created a personal build using Autoconf and Automake. > The official build system is Autoconf and Autojam. I quite like jam as > build tool but I don't understand the Jamfiles well enough to know if any > failures in the cross-compile are bugs in Autojam or problems in our > build > scripts, or the cross-compile configuration. There is a lot more > documentation for Automake so I stuck with that. > > I've created a repository on Gitorious: > https://git.gitorious.org/trigger-rally-build-experiments/trigger-rally-build-experiments.git > > The 'autotools' branch has my build work, there is some documentation but > it is only first draft material. I can't remember, but I hope there is > nothing embarrassing in it! The master branch is the SVN branch. > > Give it a few hours before you try downloading it though. It is still > uploading as of when I sent this mail. 40 KiB/s up, can you believe. > I can see it now. Thanks. I will take a look at it later. Cheers Liviu |
From: Iwan G. <qu...@go...> - 2012-05-29 14:36:13
|
I just saw trigger rally pop up on sourceforge.net. We can add "Windows" to supported platforms now :) On Mon, May 28, 2012 at 4:34 PM, Liviu Andronic <liv...@my...>wrote: > On Mon, 28 May 2012 12:28:14 +0200, Ishmael Turner > <ish...@gm...> wrote: > > It took me awhile to figure out the autotools mindset mostly! And I tried > > to re-invent the wheel and cross-compile the dependent libraries myself, > > MXE was a big time saver, once I found it. > > > Cool. > > > > I've given up trying to upload to SF, it's just too slow tonight. See if > > you can pick it up from here: > > https://dl.dropbox.com/u/62859383/trigger.exe > > > SF was more merciful with me. Now it's uploaded. I only renamed the binary > to trigger-rally.exe. > > > > Installation: > > - Create C:\Program Files\Trigger Rally (or C:\Program Files (x86) on > > 64-bit Windows) > > - Copy trigger.exe from the link above into the new folder > > - Download the latest data from SF > > - Unpack the data into the new folder. Do not keep the 'data' top level > > folder, that is, you should have 'events', 'maps', 'textures' etc. > > directly > > in the Trigger Rally folder. > > - Optionally create a shortcut. > > > > Then you should be able to start trigger.exe. > > > The instructions are also on SF in the slightly updated README. > > > > Yes that's right, I created a personal build using Autoconf and Automake. > > The official build system is Autoconf and Autojam. I quite like jam as > > build tool but I don't understand the Jamfiles well enough to know if any > > failures in the cross-compile are bugs in Autojam or problems in our > > build > > scripts, or the cross-compile configuration. There is a lot more > > documentation for Automake so I stuck with that. > > > > > > I've created a repository on Gitorious: > > > https://git.gitorious.org/trigger-rally-build-experiments/trigger-rally-build-experiments.git > > > > The 'autotools' branch has my build work, there is some documentation but > > it is only first draft material. I can't remember, but I hope there is > > nothing embarrassing in it! The master branch is the SVN branch. > > > > Give it a few hours before you try downloading it though. It is still > > uploading as of when I sent this mail. 40 KiB/s up, can you believe. > > > I can see it now. Thanks. I will take a look at it later. > > Cheers > Liviu > > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > trigger-rally-devel mailing list > tri...@li... > https://lists.sourceforge.net/lists/listinfo/trigger-rally-devel > -- Iwan Gabovitch qu...@gm... qubodup.net |
From: Liviu A. <liv...@my...> - 2012-05-29 14:39:36
|
On Tue, 29 May 2012 16:36:06 +0200, Iwan Gabovitch <qu...@go...> wrote: > I just saw trigger rally pop up on sourceforge.net. > Did you get a chance to test the Windows binary? > We can add "Windows" to supported platforms now :) > I think only Jasmine can change that. Liviu |
From: Iwan G. <qu...@go...> - 2012-05-29 14:47:09
|
On Tue, May 29, 2012 at 4:39 PM, Liviu Andronic <liv...@my...>wrote: > On Tue, 29 May 2012 16:36:06 +0200, Iwan Gabovitch <qu...@go...> > wrote: > > I just saw trigger rally pop up on sourceforge.net. >> >> Did you get a chance to test the Windows binary? No. No windows here. :) > > > > We can add "Windows" to supported platforms now :) >> >> I think only Jasmine can change that. > > > Liviu > -- Iwan Gabovitch qu...@gm... qubodup.net |
From: Iwan G. <qu...@go...> - 2012-06-05 12:51:09
|
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...@my...>wrote: > Hey Iwan > Moving back to the list.. > > > On Wed, 23 May 2012 12:22:06 +0200, Iwan Gabovitch <qu...@go...> > wrote: > >> http://blog.lostchocolatelab.**com/2012/05/racing-game-sound-** >> study-links.html<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...@my... >> >wrote: >> >>> On Sun, 15 Apr 2012 13:46:26 +0200, Iwan Gabovitch < >>> qu...@go...> >>> 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 qu...@gm... qubodup.net |
From: Iwan G. <qu...@go...> - 2012-06-05 20:18:51
|
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 <qu...@go...>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...@my...>wrote: > >> Hey Iwan >> Moving back to the list.. >> >> >> On Wed, 23 May 2012 12:22:06 +0200, Iwan Gabovitch < >> qu...@go...> wrote: >> >>> http://blog.lostchocolatelab.**com/2012/05/racing-game-sound-** >>> study-links.html<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...@my... >>> >wrote: >>> >>>> On Sun, 15 Apr 2012 13:46:26 +0200, Iwan Gabovitch < >>>> qu...@go...> >>>> 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 > qu...@gm... > qubodup.net > > -- Iwan Gabovitch qu...@gm... qubodup.net |
From: Iwan G. <qu...@go...> - 2012-06-06 01:37:36
|
I realized that one of the trouble I was having when replacing the sound was that its volume was reduced in the game code. So I would like to suggest a new replacement for clank1.wav (gear shift sound) [1], which is based on a door sound [2]. I tested and recorded it in-game [3] after changing the volume of the sound software-side. See below for the one-liner code change. [1] http://ompldr.org/vZTQ5dQ [2] http://www.freesound.org/people/Tomlija/sounds/110104/ [3] http://youtu.be/8h0il196I1M Code change: $ svn diff ../src/trigger/main.cpp Index: ../src/trigger/main.cpp =================================================================== --- ../src/trigger/main.cpp (revision 79) +++ ../src/trigger/main.cpp (working copy) @@ -946,7 +946,7 @@ if (vehic->getFlagGearChange()) { audinst.push_back(new PAudioInstance(aud_gearchange)); audinst.back()->setPitch(1.0f + randm11*0.02f); - audinst.back()->setGain(0.4f); + audinst.back()->setGain(0.8f); audinst.back()->play(); } Cheers Iwan On Tue, Jun 5, 2012 at 10:18 PM, Iwan Gabovitch <qu...@go...>wrote: > 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 <qu...@go...>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...@my...>wrote: >> >>> Hey Iwan >>> Moving back to the list.. >>> >>> >>> On Wed, 23 May 2012 12:22:06 +0200, Iwan Gabovitch < >>> qu...@go...> wrote: >>> >>>> http://blog.lostchocolatelab.**com/2012/05/racing-game-sound-** >>>> study-links.html<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...@my... >>>> >wrote: >>>> >>>>> On Sun, 15 Apr 2012 13:46:26 +0200, Iwan Gabovitch < >>>>> qu...@go...> >>>>> 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 >> qu...@gm... >> qubodup.net >> >> > > > -- > Iwan Gabovitch > qu...@gm... > qubodup.net > > -- Iwan Gabovitch qu...@gm... qubodup.net |
From: Liviu A. <liv...@my...> - 2012-06-09 13:44:07
|
Hello Iwan On Tue, 05 Jun 2012 22:18:43 +0200, Iwan Gabovitch <qu...@go...> wrote: > 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 > I tested the above in-game and this one might be good enough for our purposes. Could we make the sound less loud (and distracting)? > [2] http://ompldr.org/vZTQyMQ > > Let me know if either is good. > On Wed, 06 Jun 2012 03:37:29 +0200, Iwan Gabovitch <qu...@go...> wrote: > I realized that one of the trouble I was having when replacing the sound > was that its volume was reduced in the game code. > > So I would like to suggest a new replacement for clank1.wav (gear shift > sound) [1], which is based on a door sound [2]. I tested and recorded it > in-game [3] after changing the volume of the sound software-side. See > below > for the one-liner code change. > > [1] http://ompldr.org/vZTQ5dQ > I tried this version of [2] above, with the one-liner patch, but I'm still unhappy with this version. I couldn't spot any noticeable difference to the initial sound you sent us. Regards Liviu |
From: Iwan G. <qu...@go...> - 2012-06-09 14:09:19
|
Hi all, I linked the same sound twice in one of my previous messages. I confused myself quite a bit. My current preferred sound is http://ompldr.org/vZTQ5dQ , without applying the previously mentioned patch/change (otherwise it's too loud). I don't like the sounds I linked before by comparison. The sound on Freesound: http://www.freesound.org/people/qubodup/sounds/157451/ Cheers Iwan On Sat, Jun 9, 2012 at 3:43 PM, Liviu Andronic <liv...@my...>wrote: > Hello Iwan > > > > On Tue, 05 Jun 2012 22:18:43 +0200, Iwan Gabovitch <qu...@go...> > wrote: > > 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 >> >> I tested the above in-game and this one might be good enough for our > purposes. Could we make the sound less loud (and distracting)? > > > > > [2] http://ompldr.org/vZTQyMQ >> >> Let me know if either is good. >> >> > > On Wed, 06 Jun 2012 03:37:29 +0200, Iwan Gabovitch <qu...@go...> > wrote: > > I realized that one of the trouble I was having when replacing the sound >> was that its volume was reduced in the game code. >> >> So I would like to suggest a new replacement for clank1.wav (gear shift >> sound) [1], which is based on a door sound [2]. I tested and recorded it >> in-game [3] after changing the volume of the sound software-side. See >> below >> for the one-liner code change. >> >> [1] http://ompldr.org/vZTQ5dQ >> >> I tried this version of [2] above, with the one-liner patch, but I'm > still unhappy with this version. I couldn't spot any noticeable difference > to the initial sound you sent us. > > Regards > Liviu > -- Iwan Gabovitch qu...@gm... qubodup.net |
From: Iwan G. <qu...@go...> - 2012-06-12 22:41:58
|
For clarification: http://ompldr.org/vZTQ5dQ is my latest suggestion to replace data/sounds/evo_sound/clank1.wav. All of you can download the sound and overwrite the existing clank1.wav to test it in-game to let us know whether it is an appropriate replacement. If you have any taste in sound, please give it a listen. :) This is the last sound of unknown source and when we find a replacement for it, there will only be the car textures and menu backgrounds left to be replaced for license/trademark reasons. Cheers Iwan On Sat, Jun 9, 2012 at 4:09 PM, Iwan Gabovitch <qu...@go...>wrote: > Hi all, > > I linked the same sound twice in one of my previous messages. I confused > myself quite a bit. > > My current preferred sound is http://ompldr.org/vZTQ5dQ , without > applying the previously mentioned patch/change (otherwise it's too loud). I > don't like the sounds I linked before by comparison. > > The sound on Freesound: > http://www.freesound.org/people/qubodup/sounds/157451/ > > Cheers > > Iwan > > On Sat, Jun 9, 2012 at 3:43 PM, Liviu Andronic <liv...@my...>wrote: > >> Hello Iwan >> >> >> >> On Tue, 05 Jun 2012 22:18:43 +0200, Iwan Gabovitch < >> qu...@go...> wrote: >> >> 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 >>> >>> I tested the above in-game and this one might be good enough for our >> purposes. Could we make the sound less loud (and distracting)? >> >> >> >> >> [2] http://ompldr.org/vZTQyMQ >>> >>> Let me know if either is good. >>> >>> >> >> On Wed, 06 Jun 2012 03:37:29 +0200, Iwan Gabovitch < >> qu...@go...> wrote: >> >> I realized that one of the trouble I was having when replacing the sound >>> was that its volume was reduced in the game code. >>> >>> So I would like to suggest a new replacement for clank1.wav (gear shift >>> sound) [1], which is based on a door sound [2]. I tested and recorded it >>> in-game [3] after changing the volume of the sound software-side. See >>> below >>> for the one-liner code change. >>> >>> [1] http://ompldr.org/vZTQ5dQ >>> >>> I tried this version of [2] above, with the one-liner patch, but I'm >> still unhappy with this version. I couldn't spot any noticeable difference >> to the initial sound you sent us. >> >> Regards >> Liviu >> > > > > -- > Iwan Gabovitch > qu...@gm... > qubodup.net > > -- Iwan Gabovitch qu...@gm... qubodup.net |
From: Liviu A. <liv...@my...> - 2012-06-19 12:23:06
|
Hello Iwan I will take a look at this by next weekend. Liviu PS I was curious if you had plans for coming up with some additional tracks. I'm quite fond of your last two (Lab Rally and Smallswirl) and I think that several similar additions would be just great! PPS I am starting to think that we have enough changes for a new release (a couple of tracks; texture, font and sound changes), namely 0.6.1. Is there anything in specific that should get fixed before that (apart the remaining sounds)? Comments? On Sat, 09 Jun 2012 16:09:13 +0200, Iwan Gabovitch <qu...@go...> wrote: > Hi all, > > I linked the same sound twice in one of my previous messages. I confused > myself quite a bit. > > My current preferred sound is http://ompldr.org/vZTQ5dQ , without > applying > the previously mentioned patch/change (otherwise it's too loud). I don't > like the sounds I linked before by comparison. > > The sound on Freesound: > http://www.freesound.org/people/qubodup/sounds/157451/ > > Cheers > > Iwan > > On Sat, Jun 9, 2012 at 3:43 PM, Liviu Andronic > <liv...@my...>wrote: > >> Hello Iwan >> >> >> >> On Tue, 05 Jun 2012 22:18:43 +0200, Iwan Gabovitch >> <qu...@go...> >> wrote: >> >> 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 >>> >>> I tested the above in-game and this one might be good enough for our >> purposes. Could we make the sound less loud (and distracting)? >> >> >> >> >> [2] http://ompldr.org/vZTQyMQ >>> >>> Let me know if either is good. >>> >>> >> >> On Wed, 06 Jun 2012 03:37:29 +0200, Iwan Gabovitch >> <qu...@go...> >> wrote: >> >> I realized that one of the trouble I was having when replacing the >> sound >>> was that its volume was reduced in the game code. >>> >>> So I would like to suggest a new replacement for clank1.wav (gear shift >>> sound) [1], which is based on a door sound [2]. I tested and recorded >>> it >>> in-game [3] after changing the volume of the sound software-side. See >>> below >>> for the one-liner code change. >>> >>> [1] http://ompldr.org/vZTQ5dQ >>> >>> I tried this version of [2] above, with the one-liner patch, but I'm >> still unhappy with this version. I couldn't spot any noticeable >> difference >> to the initial sound you sent us. >> >> Regards >> Liviu >> > > > -- Using Opera's revolutionary email client: http://www.opera.com/mail/ |
From: Iwan G. <qu...@go...> - 2012-06-19 20:11:23
|
Hello Liviu, On Tue, Jun 19, 2012 at 2:22 PM, Liviu Andronic <liv...@my...>wrote: > > PS I was curious if you had plans for coming up with some additional > tracks. I'm quite fond of your last two (Lab Rally and Smallswirl) and I > think that several similar additions would be just great! > Not really. I was working on "Neufahrland" (work in progress). zip: https://www.box.com/s/00626642c05e7326f97b video: http://youtu.be/WSmYI7Ej170 But I don't have the hang out of making large maps. By the way: if somebody likes designing maps but dislikes creating the data/description files, I'd gladly collaborate. PPS I am starting to think that we have enough changes for a new release (a > couple of tracks; texture, font and sound changes), namely 0.6.1. Is there > anything in specific that should get fixed before that (apart the remaining > sounds)? Comments? I approve of RERO (release early, release often). If we can find a way to build on Mac OS X for the 0.6.1 release, that would be great too. After sounds have been decided on, we need to discuss the replacement of car textures. A release now would allow artists to test .obj files easier. Alternatively we could agree to use farrer's textures [1] for now and I could, based on these textures, make renders to replace the menu backgrounds and icon and then we would have resolved all license/trademark complications before the next release. [1] http://opengameart.org/content/simple-car-textures Cheers, Iwan On Sat, 09 Jun 2012 16:09:13 +0200, Iwan Gabovitch <qu...@go...> > wrote: > > Hi all, >> >> I linked the same sound twice in one of my previous messages. I confused >> myself quite a bit. >> >> My current preferred sound is http://ompldr.org/vZTQ5dQ , without >> applying >> the previously mentioned patch/change (otherwise it's too loud). I don't >> like the sounds I linked before by comparison. >> >> The sound on Freesound: >> http://www.freesound.org/**people/qubodup/sounds/157451/<http://www.freesound.org/people/qubodup/sounds/157451/> >> >> Cheers >> >> Iwan >> >> On Sat, Jun 9, 2012 at 3:43 PM, Liviu Andronic <liv...@my... >> >wrote: >> >> Hello Iwan >>> >>> >>> >>> On Tue, 05 Jun 2012 22:18:43 +0200, Iwan Gabovitch < >>> qu...@go...> >>> wrote: >>> >>> 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 >>>> >>>> I tested the above in-game and this one might be good enough for our >>>> >>> purposes. Could we make the sound less loud (and distracting)? >>> >>> >>> >>> >>> [2] http://ompldr.org/vZTQyMQ >>> >>>> >>>> Let me know if either is good. >>>> >>>> >>>> >>> On Wed, 06 Jun 2012 03:37:29 +0200, Iwan Gabovitch < >>> qu...@go...> >>> wrote: >>> >>> I realized that one of the trouble I was having when replacing the sound >>> >>>> was that its volume was reduced in the game code. >>>> >>>> So I would like to suggest a new replacement for clank1.wav (gear shift >>>> sound) [1], which is based on a door sound [2]. I tested and recorded it >>>> in-game [3] after changing the volume of the sound software-side. See >>>> below >>>> for the one-liner code change. >>>> >>>> [1] http://ompldr.org/vZTQ5dQ >>>> >>>> I tried this version of [2] above, with the one-liner patch, but I'm >>>> >>> still unhappy with this version. I couldn't spot any noticeable >>> difference >>> to the initial sound you sent us. >>> >>> Regards >>> Liviu >>> >>> >> >> >> > > -- > Using Opera's revolutionary email client: http://www.opera.com/mail/ > |
From: Iwan G. <qu...@gm...> - 2012-06-30 23:12:44
|
This is a reminder to test the last remaining sound replacement. On Sat, Jun 30, 2012 at 7:05 PM, Iwan Gabovitch <qu...@gm...> wrote: > This is a reminder to test the last remaining sound replacement. > > > On Tue, Jun 19, 2012 at 10:11 PM, Iwan Gabovitch <qu...@go...>wrote: > >> Hello Liviu, >> >> On Tue, Jun 19, 2012 at 2:22 PM, Liviu Andronic <liv...@my...>wrote: >>> >>> PS I was curious if you had plans for coming up with some additional >>> tracks. I'm quite fond of your last two (Lab Rally and Smallswirl) and I >>> think that several similar additions would be just great! >>> >> >> Not really. I was working on "Neufahrland" (work in progress). >> zip: https://www.box.com/s/00626642c05e7326f97b >> video: http://youtu.be/WSmYI7Ej170 >> >> But I don't have the hang out of making large maps. >> >> By the way: if somebody likes designing maps but dislikes creating the >> data/description files, I'd gladly collaborate. >> >> PPS I am starting to think that we have enough changes for a new release >>> (a couple of tracks; texture, font and sound changes), namely 0.6.1. Is >>> there anything in specific that should get fixed before that (apart the >>> remaining sounds)? Comments? >> >> >> I approve of RERO (release early, release often). If we can find a way to >> build on Mac OS X for the 0.6.1 release, that would be great too. >> >> After sounds have been decided on, we need to discuss the replacement of >> car textures. A release now would allow artists to test .obj files easier. >> >> Alternatively we could agree to use farrer's textures [1] for now and I >> could, based on these textures, make renders to replace the menu >> backgrounds and icon and then we would have resolved all license/trademark >> complications before the next release. >> >> [1] http://opengameart.org/content/simple-car-textures >> >> Cheers, >> Iwan >> >> On Sat, 09 Jun 2012 16:09:13 +0200, Iwan Gabovitch < >>> qu...@go...> wrote: >>> >>> Hi all, >>>> >>>> I linked the same sound twice in one of my previous messages. I confused >>>> myself quite a bit. >>>> >>>> My current preferred sound is http://ompldr.org/vZTQ5dQ , without >>>> applying >>>> the previously mentioned patch/change (otherwise it's too loud). I don't >>>> like the sounds I linked before by comparison. >>>> >>>> The sound on Freesound: >>>> http://www.freesound.org/**people/qubodup/sounds/157451/<http://www.freesound.org/people/qubodup/sounds/157451/> >>>> >>>> Cheers >>>> >>>> Iwan >>>> >>>> On Sat, Jun 9, 2012 at 3:43 PM, Liviu Andronic <liv...@my... >>>> >wrote: >>>> >>>> Hello Iwan >>>>> >>>>> >>>>> >>>>> On Tue, 05 Jun 2012 22:18:43 +0200, Iwan Gabovitch < >>>>> qu...@go...> >>>>> wrote: >>>>> >>>>> 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 >>>>>> >>>>>> I tested the above in-game and this one might be good enough for our >>>>>> >>>>> purposes. Could we make the sound less loud (and distracting)? >>>>> >>>>> >>>>> >>>>> >>>>> [2] http://ompldr.org/vZTQyMQ >>>>> >>>>>> >>>>>> Let me know if either is good. >>>>>> >>>>>> >>>>>> >>>>> On Wed, 06 Jun 2012 03:37:29 +0200, Iwan Gabovitch < >>>>> qu...@go...> >>>>> wrote: >>>>> >>>>> I realized that one of the trouble I was having when replacing the >>>>> sound >>>>> >>>>>> was that its volume was reduced in the game code. >>>>>> >>>>>> So I would like to suggest a new replacement for clank1.wav (gear >>>>>> shift >>>>>> sound) [1], which is based on a door sound [2]. I tested and recorded >>>>>> it >>>>>> in-game [3] after changing the volume of the sound software-side. See >>>>>> below >>>>>> for the one-liner code change. >>>>>> >>>>>> [1] http://ompldr.org/vZTQ5dQ >>>>>> >>>>>> I tried this version of [2] above, with the one-liner patch, but I'm >>>>>> >>>>> still unhappy with this version. I couldn't spot any noticeable >>>>> difference >>>>> to the initial sound you sent us. >>>>> >>>>> Regards >>>>> Liviu >>>>> >>>>> >>>> >>>> >>>> >>> >>> -- >>> Using Opera's revolutionary email client: http://www.opera.com/mail/ >>> >> > |
From: Liviu A. <liv...@my...> - 2012-07-16 22:27:48
|
On Sat, 09 Jun 2012 16:09:13 +0200, Iwan Gabovitch <qu...@go...> wrote: > My current preferred sound is http://ompldr.org/vZTQ5dQ , without > applying > the previously mentioned patch/change (otherwise it's too loud). I don't > like the sounds I linked before by comparison. > I tested this sound without the patch and I'm not convinced. The sound reminds me of something "clapping" (should this be the right word for what I perceive) and doesn't resemble at all a gear-shift sound. It is also too intrusive. In this sense the current sound in SVN is superior. Although initially I liked it fine, I'm no longer convinced by [1] http://ompldr.org/vZTQxMQ either. There is a noticeable lag (although it can be worked around). A trimmed version of this still comes closest to a replacement. I think I'm quite happy with the following [2] [2] http://s000.tinyupload.com/index.php?file_id=09948828625619234047 coupled with this patch: Index: src/trigger/main.cpp =================================================================== --- src/trigger/main.cpp (revision 79) +++ src/trigger/main.cpp (working copy) @@ -946,7 +946,7 @@ if (vehic->getFlagGearChange()) { audinst.push_back(new PAudioInstance(aud_gearchange)); audinst.back()->setPitch(1.0f + randm11*0.02f); - audinst.back()->setGain(0.4f); + audinst.back()->setGain(0.25f); audinst.back()->play(); } Do we have a winner? (In the patch above, I'm hesitating between 0.25 and 0.3; below is too unnoticeable and above is too intrusive.) Regards Liviu |
From: Iwan G. <qu...@gm...> - 2012-07-17 03:51:10
|
On Tue, Jul 17, 2012 at 12:27 AM, Liviu Andronic <liv...@my...>wrote: > > A trimmed version of this still comes closest to a replacement. I think > I'm quite happy with the following [2] > [2] http://s000.tinyupload.com/**index.php?file_id=**09948828625619234047<http://s000.tinyupload.com/index.php?file_id=09948828625619234047> > > coupled with this patch: > Index: src/trigger/main.cpp > ==============================**==============================**======= > --- src/trigger/main.cpp (revision 79) > +++ src/trigger/main.cpp (working copy) > > @@ -946,7 +946,7 @@ > if (vehic->getFlagGearChange()) { > audinst.push_back(new PAudioInstance(aud_gearchange)**); > audinst.back()->setPitch(1.0f + randm11*0.02f); > - audinst.back()->setGain(0.4f); > + audinst.back()->setGain(0.25f)**; > audinst.back()->play(); > } > > Do we have a winner? (In the patch above, I'm hesitating between 0.25 and > 0.3; below is too unnoticeable and above is too intrusive.) > We have a winner, thanks for creating this. I committed your sound edit together with a 0.3 volume value (I can hardly hear it over the motor) and updated the license info. Cheers, Iwan Regards > Liviu > |
From: Liviu A. <liv...@my...> - 2012-07-17 05:43:05
|
On Tue, 17 Jul 2012 05:51:03 +0200, Iwan Gabovitch <qu...@gm...> wrote: > We have a winner, thanks for creating this. I committed your sound edit > together with a 0.3 volume value (I can hardly hear it over the motor) > and > updated the license info. > Sounds great, thanks. I was also leaning towards 0.3. Liviu |