Going to be working on some sounds/ambience

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kayozz
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Going to be working on some sounds/ambience

Post by kayozz » #729675

I'm looking to compile a list of wanted/needed sound effects to add to the game, so I thought I'd ask here to see what you think might be needed?


First of all - I'd like to add some spooky maintenance sounds to add to the paranoia of the game. Distant creaking metal, humming machines, occasional spooky noises. That kind of thing. Nothing too distracting, but something to make the station feel alive and well... scary.

Then I'd like to expand on maybe giving the whole station some fresh sounds. Maybe machine clicks, hums, whirrs, beeps, maybe some new sounds for borgs and AI? Maybe some alarm sounds and such.

I've also been asked to work on some *emote sounds for plasma-men/skeletons/lizards and moths.

What else can you think of that either needs replacing, fixing or adding in regards to sound effects, music, ambience etc? :honk:
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Re: Going to be working on some sounds/ambience

Post by Epoc » #729678

heavy breathing on low stamina
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Re: Going to be working on some sounds/ambience

Post by TheSmallBlue » #729687

Please... More vox sounds.... Add the sad horn borgs have as a vox sound if possible
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Capsandi
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Re: Going to be working on some sounds/ambience

Post by Capsandi » #729694

This is the list maintainers pointed me to when I asked about in demand sounds during the coder meeting.
https://bus.moth.fans/polls/294
Of course, this is only what is present and doesnt work, and most of the issues here are normalization.
Also depending on what your working on heres a semi-large collection of CC0 (public domain) licensed samples. I found the MACHINE and ELECTRICITY directories to have useful samples.
https://archive.org/details/usc-sound-effect-archive
Right now I'm working to normalize some sounds ive already contributed, but if you need help with the git side of things I can PR anything you throw my way.
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kayozz
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Re: Going to be working on some sounds/ambience

Post by kayozz » #729762

Thanks Capsandi.
Edit: that link is brilliant, thanks.
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kayozz
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Re: Going to be working on some sounds/ambience

Post by kayozz » #729773

Judging from comments on the discord and by the poll linked by Capsandi it seems a lot of the sound levels are imbalanced. A lot of the complaints are due to loudness.
I think either replacing some of the sounds or running them through reaper/audacity to stop them clipping might be an idea. Noise reduction and normalization might be key.


It also seems one or two of the complaints seems to be about noise overlapping -
Player: When you step on a bunch of lightbulb's at once it is deafening. Perhaps make it so only one of the bulbs make audio, or have a seperate sound for when 2+ bulbs are stepped on.
- that's a coding issue I believe, noise triggered by repeated movement? Not sure how easily that could be fixed?

Shuttle noise has or is in the process of being fixed.

Telecomms and Grav gen seems to come up as complaints a lot. Fire/Air alarms too. Nuke round end sound. Supermatter. Some of the start up sounds (ling), one or two of the start up songs (Life on Mars). Lavaland wind. Seem to be most mentioned culprits.

EDIT: Tcomms seems to have been fixed last year?: Now it's all one source of sound (rather than multiple) and all sounds were run through a low pass filter to remove some of the high end.
Last edited by kayozz on Fri May 31, 2024 3:58 am, edited 1 time in total.
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Re: Going to be working on some sounds/ambience

Post by PKPenguin321 » #729774

make the crit heartbeat noise less horrible while youre in there its so annoying it could at least use some variance
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kayozz
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Re: Going to be working on some sounds/ambience

Post by kayozz » #729775

PKPenguin321 wrote: Fri May 31, 2024 3:54 am make the crit heartbeat noise less horrible while youre in there its so annoying it could at least use some variance
Fastbeat.ogg? It sounds like the same sound repeated over and over. It could easily be varied by just cutting up the file and maybe applying some pitch shift / time stretch to give it an uneasy/irregular beat if that's what you mean?
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DaBoss
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Re: Going to be working on some sounds/ambience

Post by DaBoss » #729886

Icebox needs decent ambient tracks for outdoors, caves, deep caves and ruins. Any one of those would be very welcome.
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Re: Going to be working on some sounds/ambience

Post by PKPenguin321 » #729892

kayozz wrote: Fri May 31, 2024 4:00 am
PKPenguin321 wrote: Fri May 31, 2024 3:54 am make the crit heartbeat noise less horrible while youre in there its so annoying it could at least use some variance
Fastbeat.ogg? It sounds like the same sound repeated over and over. It could easily be varied by just cutting up the file and maybe applying some pitch shift / time stretch to give it an uneasy/irregular beat if that's what you mean?
sure yea
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kayozz
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Re: Going to be working on some sounds/ambience

Post by kayozz » #729940

DaBoss wrote: Sat Jun 01, 2024 12:43 am Icebox needs decent ambient tracks for outdoors, caves, deep caves and ruins. Any one of those would be very welcome.
Very good idea. Thank you. Maybe 2-3 ambient tracks, they don't have to be too long as long as they follow a similar theme.
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Re: Going to be working on some sounds/ambience

Post by CoffeeDragon16 » #730584

hiii idk if youre still working on it but i think more walking sfx would be great.
afaik right now the only footstep sounds are just barefoot vs not. it would be cool if like, jackboots made a heavier thump, so you could listen for if security was near. MODsuit boots or magboots could also have some kind of metal clack.
also it would be neat if there was more sfx for different types of floors. like snow on icebox could make a crunch or walking on the glass tiles makes more of a thump.
i'm not too sure how hard it would be to implement and i largely just don't like working with sfx myself but i think those two changes would be really cool
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kayozz
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Re: Going to be working on some sounds/ambience

Post by kayozz » #730591

CoffeeDragon16 wrote: Mon Jun 17, 2024 2:00 am hiii idk if youre still working on it but i think more walking sfx would be great.
afaik right now the only footstep sounds are just barefoot vs not. it would be cool if like, jackboots made a heavier thump, so you could listen for if security was near. MODsuit boots or magboots could also have some kind of metal clack.
also it would be neat if there was more sfx for different types of floors. like snow on icebox could make a crunch or walking on the glass tiles makes more of a thump.
i'm not too sure how hard it would be to implement and i largely just don't like working with sfx myself but i think those two changes would be really cool
I mentioned your post on the discord audio channel, so I imagine someone will consider it.
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