Wish wrote:General sound thoughts: Heavy, satisfying sounds are good. Gunshots should be super loud and abrupt; weapons that feel powerful are always the best. The same goes for non-firing sounds. Releasing a slide, dropping a magazine - the heavier/metaler you can make it the better. I had a reload sound that included the dropped magazine clunking to the ground; it was godlike. Stuff like that is great.
Shogi wrote:There are lots of free sound repositories where we can get some of this stuff (like footsteps). Shouldn't be an issue as long as this is a non-profit project and we give proper credit if necessary.
Vino wrote:I just connected up the sounds to the game. Here's a primer of what you need to know.
There sound script files are in scripts/game_sounds_*.txt These scripts determine what sounds are played during what events, at what volumes, and so on. All of the sounds I've added so far are at the bottom of game_sounds_player.txt but the footstep sounds are at the bottom of game_sounds_physics.txt You have access to the Dropbox right? I think you do. If not send me your email and I'll add you. If you modify the shit in Dropbox, it'll automatically get included in the next release.
I've added in the dive sound, the dive landing sound, and the rolling sound. The footsteps and other stuff I'll leave for you. When you get the next release you'll be able to hear them. If you do just a dive then when you land since it goes into a roll automatically you'll hear the rolling sound. Otherwise if you hold down the stunt button you'll hear the dive landing sound. Here's my suggestions:
1) The sounds are good quality, but they're quiet. You need to run them through some compressors and amplifiers.
2) You need to layer a bunch of sounds in there. Video game sounds need to be fat and beefy. One sample won't do, you need ten layered on top of each other.
3) You need the sound to start as close to the beginning of the file as possible. When the sound is triggered you want it to start making noise right away. In some of your sounds there's a 1/5 second pause before the sound starts, and it makes it sound laggy.
4) Remove all markers from the wave files. That causes them to loop. I think the dive land sound had a marker in it and every time the player would land the file would play forever.
Good work, keep it up.
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