The SOUND of ACTION BOOGALOO - use this thread, nerds

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Re: The SOUND of ACTION BOOGALOO - use this thread, nerds

Postby Vino » Thu Aug 01, 2013 2:55 am

I used bells because before we had some percussive sounds but they were in the same frequency range as the gunfire and explosions and so they couldn't be heard. Now I use the bells and they cut through the gunfire, so I'd like that any replacements also cut through the gunfire in the same way. It's pretty important for the design that players attention is brought to the bar filling up, so those sounds need to come through loud and clear. If someone sends me sounds but I can't hear them as much as I can hear the bells now, I probably won't merge them into the game. That said I think the current sounds could use a lot of improvement.
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Re: The SOUND of ACTION BOOGALOO - use this thread, nerds

Postby Doktor haus » Fri Aug 02, 2013 6:58 pm



Chk-CHK! Is this the right direction?
BTW, I don't have enough space on dropbox for the DAB stuff. :P
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Re: The SOUND of ACTION BOOGALOO - use this thread, nerds

Postby LeftFoot » Fri Aug 02, 2013 7:51 pm

Doktor haus wrote:

Chk-CHK! Is this the right direction?
BTW, I don't have enough space on dropbox for the DAB stuff. :P

I don't know if the room of the map that has this effect, but I feel like the chk chk has a little too much stereo spread? The map looks sick though.

Also, I haven't checked out the new version so I haven't heard the bells but I may tackle it if I get some inspiration to.

Edit: Nvm, the chk chk sounds pretty sweet as it is. Good job.
Last edited by LeftFoot on Fri Aug 02, 2013 7:57 pm, edited 1 time in total.
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Re: The SOUND of ACTION BOOGALOO - use this thread, nerds

Postby Vino » Fri Aug 02, 2013 7:54 pm

Go in your dropbox and see if you can get more space, there's a link on the top right. Give me your referral link and I'll put it in the thread. How short are you?

Also what map is that?
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Re: The SOUND of ACTION BOOGALOO - use this thread, nerds

Postby Doktor haus » Fri Aug 02, 2013 8:14 pm

Vino wrote:Go in your dropbox and see if you can get more space, there's a link on the top right. Give me your referral link and I'll put it in the thread. How short are you?

Never mind. I did a couple of those things and that was enough.
Edit: No viewmodel QCs?

Vino wrote:Also what map is that?


Gunkanjima by jim-onions: http://www.garrysmod.org/downloads/?a=view&id=123522
My L4D2 survival port: http://www.l4dmaps.com/details.php?file=22147
The GMod map can be dropped into the maps folder if you want to see what it looks like, although there are only two spawns. The map uses custom particles I set up here: http://sdrv.ms/17YPCeC
Although wall jumping means a lot of nodraw textures will be seen. It does have a nifty sunny-to-rainy weather cycle every five minutes though.
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Re: The SOUND of ACTION BOOGALOO - use this thread, nerds

Postby Vino » Fri Aug 02, 2013 11:00 pm

Oh no it's all good, I thought it might be a DA map that I hadn't seen yet.
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Re: The SOUND of ACTION BOOGALOO - use this thread, nerds

Postby Blueberry » Sun Jun 22, 2014 3:39 am

Is there any sounds that need (re)doing ? I have a friend who is a professional sound engineer, he would like to help, i already asked him.
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Re: The SOUND of ACTION BOOGALOO - use this thread, nerds

Postby Vino » Sun Jun 22, 2014 11:54 am

Hell yes, a whole lot of them. Have your friend get in touch with me, my contact info is on the main page of the website :)
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