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Author Topic: [no] Sound Effects  (Read 7908 times)
jute
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« on: November 07, 2009, 02:22:06 pm »

I've been thinking about doing sound effects for this project.  Any suggestions for style and/or file format?  I think mono, lowest-quality OGGs of  PC speaker-esque bleeps and bloops could have a lot of charm.  Another option is obviously just to downsample OA sound effects.
« Last Edit: October 28, 2011, 07:05:24 pm by fromhell » Logged
andrewj
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« Reply #1 on: November 09, 2009, 07:00:34 am »

Hey jute.

I'm guessing fromhell is is too busy or stressed putting the OA 0.8.5 release together to reply to this right now.

There isn't much info about this project to go on, no assets have been made (AFAIK), we don't even know what engine it would use (though if it had to run on real 486s, that would rule out everything later than Quake(World), and nothing earlier has models).

I think, FWIW, that PC-speaker beeps and boops would likely get annoying after a while.
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Cacatoes
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« Reply #2 on: November 09, 2009, 09:28:00 am »

I thought OA486 to be similar to OA, so running the same engine, using same model and map formats...

Real PC speeker beeps are annoying, but we can have a wide variety of 8 bit-like sounds, so it's still different ..
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andrewj
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« Reply #3 on: November 09, 2009, 07:00:26 pm »

486 makes me think DOS and software rendering and low memory machines, and ioquake3 does not work under these conditions.
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fromhell
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« Reply #4 on: November 10, 2009, 01:59:53 am »

Believe it or not it OA (not oa486, that doesn't exist in playable form) does work on 486s, just the MD3 transform eats up gratituous amounts of floating point cycles the 486 doesn't have much of. The whole theory is if it's stuck to minimal vertex movement for animated md3s (and low framerates for the animation.cfg) it would be 'playable' on the 486, and in theory it'd scale better for the fps-obsessed physics exploiters, so it's two birds with one stone: I get a new game to play on my crappy computers, and 'pros' get a pro environment. Maybe it would also be appropriate for those few size/space minimalists out there.

The sounds would have not been 8-bit classic style, as that calls for a higher sample rate for authenticity which will chew up memory. The sound system in the engine is pretty float heavy, especially given all OA's sounds are of 16-bit samples.

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« Reply #5 on: November 10, 2009, 08:41:12 pm »

My interpretation of this project that it would be like a version of quake  that's theoretically able to work on 20-100mhz processor (of course I think quake can run on a 66mhz) while running at 5 million fps on modern hardware? Is that anything close, or you're looking to just modify ioquake3?
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jute
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« Reply #6 on: November 10, 2009, 09:01:27 pm »

It's a Quake 3-based project.  fromhell, didn't you once post a screen of some of your progress with replacing textures with solid-color shader files?
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andrewj
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« Reply #7 on: November 11, 2009, 02:45:34 am »

I think this is the same thing but earlier name:

http://openarena.wikia.com/wiki/IHTG
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Cacatoes
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« Reply #8 on: November 11, 2009, 05:40:40 am »

I made a quick attempt of converting OA assets to low quality, so here is the result : http://download.tuxfamily.org/openarena/files/oa-lofi/oa-lofi.zip (44.9MB, pk3 is 37.7MB)

- Binaries from 0.8.5
- Using vm085-3
- Selected a few maps
- Only kept Sarge/Grism model
- Used imagemagick (+dither -posterize 3 -geometry 4x4) on textures/, env/ and Sarge's skin
- Used sox to downsample sounds/ to 11khz, oggenc with -q -1

Looks brownish on the overall, I'm not familiar with imagemagick filters.
I didn't touch arenas.txt file so the single player menu won't look good.
I wanted to apply some other effect to sounds but sox segfaults.
Would be better with some "bright skins" too.
I don't feel like it helps performance and fps on my computer.

This was just a test...





A few other screenshots: http://download.tuxfamily.org/openarena/files/screenshots/j/
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andrewj
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« Reply #9 on: November 11, 2009, 07:36:47 am »

Pretty neat Cacatoes, it really proves that a 10mb version not totally impossible.  Maps seem to be the biggest "bloaters".  Wish my system wasn't halfway through an upgrade so I could see how it plays.

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pulchr
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« Reply #10 on: November 11, 2009, 12:49:29 pm »

you'll probably end up with maps made out of hollow cubes, and nothing else. Those maps will probably not be very fun to play.
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Cacatoes
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« Reply #11 on: November 11, 2009, 06:30:24 pm »

I tried a few other things...

For this lo-fi version :
- tried with 1x1 textures instead of 4x4, looks better when textures are all flat.
* http://download.tuxfamily.org/openarena/files/pk3/oa-lofi/pak1-textures-1x1.pk3

Other screenshots

- managed to get my effects working on sounds, so I applied some distortion and downsample on every sound, it sounds very crappy Cheesy
* http://download.tuxfamily.org/openarena/files/pk3/oa-lofi/pak2-sound-ogg.pk3
OA will prefer the .wav version of sounds, and I forgot to delete some in pk0.pk3, so they should be repackaged.

Here is a small video (used ffmpeg, I doubt it uses the latest version of theora) : http://download.tuxfamily.org/openarena/files/videos/oa-lofi.ogg

For OpenArena :
- While playing with sounds I modified pitch of the announcer, here is the pk3 :
* http://download.tuxfamily.org/openarena/files/pk3/announcer-pitched/z_announcer-pitched.pk3
Maybe some guys will prefer it to the original ?
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Falkland
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« Reply #12 on: November 12, 2009, 10:06:54 am »

...
For OpenArena :
- While playing with sounds I modified pitch of the announcer, here is the pk3 :
* http://download.tuxfamily.org/openarena/files/pk3/announcer-pitched/z_announcer-pitched.pk3
Maybe some guys will prefer it to the original ?

CPMA ( and I think also OSP based - like XBattle - mods ) has a cvar for choosing the announcer voice ( s_announcer ) : as I know it has only 2 possible values , feedback ( classic announcer ) and hellchick ( female announcer ). At least the same cvar can be introduced in OA making possible having and choosing different announcers ; only a proposal , not a "MUST BE DONE" thing ;-)
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pulchr
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« Reply #13 on: November 12, 2009, 01:38:27 pm »

cacatoes: i love the hitsound in that video Smiley
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RMF
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« Reply #14 on: November 14, 2009, 11:46:43 am »

lol I reach 1000fps which causes far less friction on the ground Tongue
http://www.youtube.com/watch?v=Pkc7HG0ZM0w
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