Sound Design Feedback

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JackTMohn
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Sound Design Feedback

Post by JackTMohn »

This is a rough sound design that I worked on after playing the game for a little bit. Nothing is for sure to be used, or completely finished. Tell me what you guys think, and if there are some sounds in areas that I missed or should really focus on, let me know!
->https://www.youtube.com/watch?v=XHQLm2K_d98

-JTMs Studios

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KenuR
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Re: Sound Design Feedback

Post by KenuR »

Not bad for a first try. Sounds retro as fuck though. Something I'd expect to see in a Doom game or something. Unvanquished needs a bit more... futuristic sounds. Like, for example, when the doors close it doesn't sound right. The doors should have a more robotic/mechanical feel, if you know what I mean.
The quality overall isn't that bad, but totally wrong direction.

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Viech
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Re: Sound Design Feedback

Post by Viech »

This is awesome, I didn't expect you to come up with so many sounds so quickly!

I like the intro music and the menu sounds a lot, except for the "OK" sound which I find a bit too deep. The footsteps are nice. Depending on the underground, they will need some metallic tone. The door sounds too much like it was made out of rock, I guess most doors will use a pneumatic system to open and close. The gun shot sounds good, the metallic clicking after the shot is a bit too strong in my opinion. The sound of the catridge colliding with the environment is good and I think our engine allows it to be played whenever the actual collision happens, so that would be fun to try out. I don't really understand why the same high pitched metallic sound plays after the player fell or jumps, since he either wears no armor, a futuristic non-metal suit or a heavy battlesuit/exoskeleton. The former two wouldn't make a sound while the latter is very heavy and needs something different. Apart from that, the falling and jumping sounds are good. I like the noise the player makes when he takes damage. Feel free to add more such oral sounds for other actions, such as jumping, getting hit hard, losing ones breath, etc, but make sure they are stored seperately as we are planning to have a female soldier eventually. In rapid fire, the rifle sounds a bit too massive/strong. The reload sound is pretty cool but the weapon switching sound doesn't really fit the armor again. I'd use some form of nylon holster for recording such a sound. The blaster sound is sweet. I don't like the dretch sounds, reminds me way too much of farm animals. I'm not too fond of the outro either, it reminds me of elevator music. The outro of a match should support your feeling of success when you won and might be a little depressed when you lost. Maybe even different sounds per team. In all cases it should motivate you to play another round.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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seana11
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Re: Sound Design Feedback

Post by seana11 »

Wow, I really like the atmosphere this gives the game. It definitely matches up more with the graphics than what is currently implemented (A darker more horror-like game). I like how the doors feel like they're large and heavy, instead of the light feel taht they have now. The gun sounds interesting as well. You may want to tone down the lower parts of the sound, tho, because the rifle isn't a very powerful gun. That could sound really cool with the chaingun, though. The damage sounds also need some work... They don't match up with the models like the rest of it does. Overall, it's a really good start. I'd love to download it and see for myself how it sounds.

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JackTMohn
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Re: Sound Design Feedback

Post by JackTMohn »

Thanks for your input guys. As stated these sounds are a work in progress and I will be reworking many of them. The songs put in were just there to add to the beginning and I am going to work on a few actual outros and intros for the game. I am currently messing around with some, jumping, shooting, and menu sounds. The doors do need a different sound and at the time I did not have any actual door sounds so some other sounds edited fit as best as I could get it at the time. Thanks for the input on the guns and swapping by the way!
I am working with another person who will be doing alien sounds, so you don't have to worry about that!
I'll get started with mainly character sounds and move on from there!
Thanks again!

-JTMs Studios

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JackTMohn
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Re: Sound Design Feedback

Post by JackTMohn »

By the way, if I could get a list of all the human sounds that need to be done that would be great. I could focus on that and either do another video or send them in to see what they sound like in game. If that would be to hard, I wouldn't mind doing another video like this. :)

-JTMs Studios

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Viech
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Re: Sound Design Feedback

Post by Viech »

Have a look at the sound progress page on the wiki. It isn't really complete but might give you an overview of some areas.

These are the sounds that are currently shipped with the game:

Code: Select all

./sounds/misc/menu2.wav
./sounds/feedback/hit.wav
./sounds/null.wav
./sound/movers/doors/dr1_strt.wav
./sound/movers/doors/dr1_end.wav
./sound/movers/switches/button1.wav
./sound/announcements/reinforcement.wav
./sound/announcements/overmindattack.wav
./sound/announcements/overminddying.wav
./sound/announcements/overmindevolved.wav
./sound/announcements/overmindspawns.wav
./sound/nexus6/steam.wav
./sound/niveus/steam.wav
./sound/upgrades/medkit/medkit.wav
./sound/upgrades/jetpack/hi.wav
./sound/upgrades/jetpack/low.wav
./sound/upgrades/jetpack/idle.wav
./sound/atcs/firework.wav
./sound/misc/fry.wav
./sound/misc/hard_bounce2.wav
./sound/misc/disconnect.wav
./sound/misc/hard_bounce1.wav
./sound/misc/menu2.wav
./sound/misc/talk.wav
./sound/misc/menu4.wav
./sound/misc/electro.wav
./sound/misc/menu3.wav
./sound/misc/organic_bounce.wav
./sound/misc/human_talk.wav
./sound/misc/alien_talk.wav
./sound/misc/menu1.wav
./sound/ui/heartbeat.wav
./sound/feedback/hit.wav
./sound/null.wav
./sound/ambient/water_drip_fast.wav
./sound/ambient/water_drip_med.wav
./sound/ambient/steam.wav
./sound/ambient/slowpulse2.wav
./sound/ambient/drone2.wav
./sound/ambient/water1.wav
./sound/ambient/water_drip_slow.wav
./sound/ambient/wind1.wav
./sound/ambient/30-60HzHum.wav
./sound/ambient/slowpulse1.wav
./sound/ambient/wind2.wav
./sound/ambient/fan.wav
./sound/ambient/quickpulse.wav
./sound/ambient/electricspark.wav
./sound/ambient/water_rush.wav
./sound/ambient/drone1.wav
./sound/world/electro.wav
./sound/buildables/repeater/use.wav
./sound/buildables/repeater/idle1.wav
./sound/buildables/telenode/construct1.wav
./sound/buildables/dcc/idle1.wav
./sound/buildables/hive/pain1.wav
./sound/buildables/hive/pain2.wav
./sound/buildables/reactor/attack1.wav
./sound/buildables/reactor/idle1.wav
./sound/buildables/booster/pain1.wav
./sound/buildables/trapper/attack1.wav
./sound/buildables/trapper/pain1.wav
./sound/buildables/trapper/pain2.wav
./sound/buildables/overmind/pain1.wav
./sound/buildables/overmind/idle1.wav
./sound/buildables/overmind/pain2.wav
./sound/buildables/overmind/construct1.wav
./sound/buildables/hovel/attack1.wav
./sound/buildables/hovel/pain1.wav
./sound/buildables/hovel/attack2.wav
./sound/buildables/hovel/pain2.wav
./sound/buildables/barricade/pain1.wav
./sound/buildables/barricade/pain2.wav
./sound/buildables/barricade/construct1.wav
./sound/buildables/barricade/destroyed.wav
./sound/buildables/acid_tube/attack1.wav
./sound/buildables/acid_tube/pain1.wav
./sound/buildables/acid_tube/pain2.wav
./sound/buildables/acid_tube/construct1.wav
./sound/buildables/medistat/attack1.wav
./sound/buildables/medistat/idle1.wav
./sound/buildables/alien/spawn2.wav
./sound/buildables/alien/destroy1.wav
./sound/buildables/alien/prebuild.wav
./sound/buildables/alien/damage.wav
./sound/buildables/alien/idle3.wav
./sound/buildables/alien/attack1.wav
./sound/buildables/alien/destroy2.wav
./sound/buildables/alien/pain1.wav
./sound/buildables/alien/construct2.wav
./sound/buildables/alien/idle2.wav
./sound/buildables/alien/idle1.wav
./sound/buildables/alien/spawn1.wav
./sound/buildables/alien/attack2.wav
./sound/buildables/alien/pain2.wav
./sound/buildables/alien/construct1.wav
./sound/buildables/alien/explosion.wav
./sound/buildables/alien/destroyed.wav
./sound/buildables/tesla/idle1.wav
./sound/buildables/tesla/tesla_fire.wav
./sound/buildables/mgturret/attack1.wav
./sound/buildables/mgturret/firetemplate.wav
./sound/buildables/mgturret/idle1.wav
./sound/buildables/mgturret/spinup.wav
./sound/buildables/eggpod/pain1.wav
./sound/buildables/eggpod/pain2.wav
./sound/buildables/human/spawn2.wav
./sound/buildables/human/destroy1.wav
./sound/buildables/human/repair.wav
./sound/buildables/human/damage0.wav
./sound/buildables/human/prebuild.wav
./sound/buildables/human/damage.wav
./sound/buildables/human/idle3.wav
./sound/buildables/human/attack1.wav
./sound/buildables/human/damage3.wav
./sound/buildables/human/repaired.wav
./sound/buildables/human/destroy2.wav
./sound/buildables/human/pain1.wav
./sound/buildables/human/fragmentbounce.wav
./sound/buildables/human/construct2.wav
./sound/buildables/human/damage2.wav
./sound/buildables/human/idle2.wav
./sound/buildables/human/idle1.wav
./sound/buildables/human/dying.wav
./sound/buildables/human/damage1.wav
./sound/buildables/human/spawn1.wav
./sound/buildables/human/attack2.wav
./sound/buildables/human/pain2.wav
./sound/buildables/human/construct1.wav
./sound/buildables/human/explosion.wav
./sound/buildables/human/destroyed.wav
./sound/weapons/change.wav
./sound/weapons/tracer.wav
./sound/weapons/click.wav
./sound/player/level4/pain50_1.wav
./sound/player/level4/pain25_1.wav
./sound/player/level4/charge_prepare.wav
./sound/player/level4/taunt.wav
./sound/player/level4/jump1.wav
./sound/player/level4/death1.wav
./sound/player/level4/pain75_1.wav
./sound/player/level4/charge_start.wav
./sound/player/level4/pain100_1.wav
./sound/player/level4/death3.wav
./sound/player/level4/death2.wav
./sound/player/level1/pain50_1.wav
./sound/player/level1/grab.wav
./sound/player/level1/pain25_1.wav
./sound/player/level1/taunt.wav
./sound/player/level1/jump1.wav
./sound/player/level1/death1.wav
./sound/player/level1/pain75_1.wav
./sound/player/level1/pain100_1.wav
./sound/player/level1/death3.wav
./sound/player/level1/death2.wav
./sound/player/footsteps/step1.wav
./sound/player/footsteps/flesh1.wav
./sound/player/footsteps/clank1.wav
./sound/player/footsteps/splash1.wav
./sound/player/footsteps/clank2.wav
./sound/player/footsteps/splash3.wav
./sound/player/footsteps/clank4.wav
./sound/player/footsteps/flesh3.wav
./sound/player/footsteps/clank3.wav
./sound/player/footsteps/step4.wav
./sound/player/footsteps/flesh2.wav
./sound/player/footsteps/step3.wav
./sound/player/footsteps/step2.wav
./sound/player/footsteps/flesh4.wav
./sound/player/footsteps/splash4.wav
./sound/player/footsteps/splash2.wav
./sound/player/alienevolve.wav
./sound/player/land1.wav
./sound/player/watr_un.wav
./sound/player/level2/pain50_1.wav
./sound/player/level2/pain25_1.wav
./sound/player/level2/taunt.wav
./sound/player/level2/jump1.wav
./sound/player/level2/death1.wav
./sound/player/level2/pain75_1.wav
./sound/player/level2/pain100_1.wav
./sound/player/level2/death3.wav
./sound/player/level2/death2.wav
./sound/player/human_bsuit/pain50_1.wav
./sound/player/human_bsuit/step1.wav
./sound/player/human_bsuit/clank1.wav
./sound/player/human_bsuit/pain25_1.wav
./sound/player/human_bsuit/clank2.wav
./sound/player/human_bsuit/taunt.wav
./sound/player/human_bsuit/jump1.wav
./sound/player/human_bsuit/clank4.wav
./sound/player/human_bsuit/clank3.wav
./sound/player/human_bsuit/step4.wav
./sound/player/human_bsuit/death1.wav
./sound/player/human_bsuit/pain75_1.wav
./sound/player/human_bsuit/pain100_1.wav
./sound/player/human_bsuit/step3.wav
./sound/player/human_bsuit/step2.wav
./sound/player/human_bsuit/death3.wav
./sound/player/human_bsuit/fall1.wav
./sound/player/human_bsuit/death2.wav
./sound/player/level0/pain50_1.wav
./sound/player/level0/gasp.wav
./sound/player/level0/pain25_1.wav
./sound/player/level0/taunt.wav
./sound/player/level0/jump1.wav
./sound/player/level0/death1.wav
./sound/player/level0/pain75_1.wav
./sound/player/level0/pain100_1.wav
./sound/player/level0/death3.wav
./sound/player/level0/death2.wav
./sound/player/level0/drown.wav
./sound/player/level3/pain50_1.wav
./sound/player/level3/pain25_1.wav
./sound/player/level3/taunt.wav
./sound/player/level3/jump1.wav
./sound/player/level3/death1.wav
./sound/player/level3/pain75_1.wav
./sound/player/level3/pain100_1.wav
./sound/player/level3/death3.wav
./sound/player/level3/death2.wav
./sound/player/watr_in.wav
./sound/player/watr_out.wav
./sound/player/human_base/pain50_1.wav
./sound/player/human_base/step1.wav
./sound/player/human_base/clank1.wav
./sound/player/human_base/pain25_1.wav
./sound/player/human_base/clank2.wav
./sound/player/human_base/taunt.wav
./sound/player/human_base/jump1.wav
./sound/player/human_base/clank4.wav
./sound/player/human_base/clank3.wav
./sound/player/human_base/step4.wav
./sound/player/human_base/death1.wav
./sound/player/human_base/pain75_1.wav
./sound/player/human_base/pain100_1.wav
./sound/player/human_base/step3.wav
./sound/player/human_base/step2.wav
./sound/player/human_base/death3.wav
./sound/player/human_base/fall1.wav
./sound/player/human_base/death2.wav
./sound/player/builder/pain50_1.wav
./sound/player/builder/pain25_1.wav
./sound/player/builder/taunt.wav
./sound/player/builder/jump1.wav
./sound/player/builder/death1.wav
./sound/player/builder/pain75_1.wav
./sound/player/builder/pain100_1.wav
./sound/player/builder/death3.wav
./sound/player/builder/death2.wav
./models/weapons/level4/flash0.wav
./models/weapons/level4/impactflesh0.wav
./models/weapons/level1/flash0.wav
./models/weapons/level1/impactflesh0.wav
./models/weapons/lcannon/warning.wav
./models/weapons/lcannon/missile.wav
./models/weapons/lcannon/flash0.wav
./models/weapons/lcannon/idle.wav
./models/weapons/lcannon/missle.wav
./models/weapons/lcannon/impact0.wav
./models/weapons/lcannon/warning2.wav
./models/weapons/prifle/flash0.wav
./models/weapons/prifle/impact0.wav
./models/weapons/level2upg/electric.wav
./models/weapons/level2/flash0.wav
./models/weapons/level2/impactflesh0.wav
./models/weapons/shotgun/flash0.wav
./models/weapons/hive/missile.wav
./models/weapons/rifle/ricochet0.wav
./models/weapons/rifle/ricochet3.wav
./models/weapons/rifle/flash0.wav
./models/weapons/rifle/ricochet2.wav
./models/weapons/rifle/ricochet1.wav
./models/weapons/chaingun/flash2.wav
./models/weapons/chaingun/flash0.wav
./models/weapons/chaingun/impact0.wav
./models/weapons/chaingun/flash1.wav
./models/weapons/chaingun/flash3.wav
./models/weapons/level3upg/missile.wav
./models/weapons/level3upg/flash0.wav
./models/weapons/lgun/flash0.wav
./models/weapons/level0/flash0.wav
./models/weapons/level3/pounce.wav
./models/weapons/level3/flash0.wav
./models/weapons/level3/impactflesh0.wav
./models/weapons/psaw/firing.wav
./models/weapons/psaw/idle.wav
./models/weapons/grenade/impact0.wav
./models/weapons/blaster/flash0.wav
./models/weapons/flamer/fireimpc.wav
./models/weapons/flamer/fireloop.wav
./models/weapons/mdriver/flash0.wav
./models/weapons/level1upg/gas.wav
./models/weapons/abuildupg/flash0.wav
./models/weapons/abuildupg/impactflesh0.wav

Feel free to add new sounds, we can add support for them easily.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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JackTMohn
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Joined: Fri Jun 28, 2013 7:22 pm UTC
Location: Tulsa, OK

Re: Sound Design Feedback

Post by JackTMohn »

Thanks a ton!

-JTMs Studios

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ViruS
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Re: Sound Design Feedback

Post by ViruS »

Looks, or should I say, Sounds pretty good. Not so sure about the 'landing' sound and the menu button noises.
The sound quality doesn't seem too good either, for example the rifle gunshots have a lot of echo, the biting sound sounds very pre-2000. Like what KenuR said.
The Quake 3 arena player sounds were "okay" but some were really dodgy, like visor's grunt sound, where quality has been chopped for amplitude, like some of your sounds there.
Also, even though I doubt it, but if you actually did put these sounds in-game, OpenAL is probably the one that's doing that. In fact, to the unv devs: Fix OpenAL's amplification as it really makes the sound really shitty close-range and too quiet long-range yet you can hear low-quality diminished sounds from 3000+units away.

This may be rude of me, but did you actually develop these sounds? I've made a visual mod for the early alpha 5-7 versions of unvanquished using someone else's assets that they contributed to tremulous long time ago, so technically I don't own the rights to the assets used in my visual/audio mod.

However, I have created some choppy blaster firing, missile, and impact sounds using a NES soundfont player called FamiTracker, which you would expect to not be used :). It sounds pretty awesome for a cheap sound made by a music composing software, in my opinion. I'll upload a video later of my blaster sound, if I can.
My blaster assets (and half of my visual mod) of mine can be found here: https://sites.google.com/site/zdrytchx/ ... tchx-1.pk3
The shader files are still incomplete btw. I would say my blaster sounds that I created aren't suitable for the actual game, but they're not too bad, especially with the dodgy quake3 s_dopplereffect enabled.

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JackTMohn
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Re: Sound Design Feedback

Post by JackTMohn »

Besides the rifle, and door sounds, yes I did make all of these. There is a lot of work that needs to be done that I am doing and these are just rough versions of work to show progress that will be made. many of these were amplified in the editing process and I'm not sure why it sounds that way once I uploaded it to youtube. The rifle shots are to deep and out of place and I am working on all of that as we speak. Firstly though, I am going to focus on a single set of sounds such as getting all the ambiance out of the way. I'll try to get something in soon to see if it would work. Thanks for the feed back!

-JTMs Studios

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