sound and ambience

A place to record your ideas for the game.
Post Reply
User avatar
imblyings
Joined: Fri Apr 18, 2014 5:42 pm
Byond Username: Ausops
Location: >using suit sensors

sound and ambience

Post by imblyings » #312429

play a game of overwatch without sound and it's dull as fuck, part of the amazing atmosphere in dead space was due to the music and if this doesn't make you want to stay in a brightly lit room just about nothing will

sound is an important part of ''game feel'''''', in explicit and not consciously noticed feedback of player actions

while we have a lot of sound for effects, sound for ambience and atmosphere is neglected quite a bit

what would adding atmospheric ambience/sounds to ss13 do?
The patched, dusty, trimmed, feathered mantle of evil +13.
User avatar
DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: sound and ambience

Post by DemonFiren » #312455

distract from the toolboxing
Image
Image
Image
ImageImageImageImageImage

non-lizard things:
Spoiler:
Image
User avatar
Wyzack
Joined: Fri Apr 18, 2014 11:32 pm
Byond Username: Wyzack

Re: sound and ambience

Post by Wyzack » #312477

I remember when we first got the new ambient sounds for maintenance, it blew my mind how much more atmospheric maintcrawling was when you could hear the distant dripping of coolant and the beep of a far off PDA. Shit was cash. Not to mention the smooth jazz in the det office
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
EngamerAzari's real number one fangirl <3
certified good poster
User avatar
Nabski
Joined: Thu Oct 20, 2016 5:42 pm
Byond Username: Nabski
Github Username: Nabski89
Location: TN

Re: sound and ambience

Post by Nabski » #312478

You've got the spooky morgue sound, and sometimes the AI core for space jam.

The real question is, can I use the blueprints to give everywhere the morgue sounds?

That and is the framework for this system good enough to add it to more rooms. A tinkling of glasses in the bar, a HVAC fan in atmos, shuffling of papers in the HoPline/lawyers office.
Smoopadoop
Joined: Thu Sep 24, 2015 8:43 am
Byond Username: Smoopadoop

Re: sound and ambience

Post by Smoopadoop » #312543

would footstep sounds be a bad idea
not loud like clown, but quiet metallic tonk tonk tonk

i think nearly every character action should have a sound. Clothy shuffling for changing clothes, different sfx for moving items like plasticky clicks or paper sounds
maybe even vaguely vocal sounds for when people talk. more people talking in an area should add to a kind of crowd white noise, so if the whole station screams together then you cant hear much over the sound, but if you're in maint you might hear the quiet mumbling of assistants exchanging drugs
Mains:
David Bellic the Scientist (usually)
Guy Fieri the Cook (not anymore)
User avatar
Mark9013100
Joined: Sat Dec 27, 2014 6:06 pm
Byond Username: Mark9013100

Re: sound and ambience

Post by Mark9013100 » #312545

Footsteps would be good as soft pats, like not enough to notice unless it's the only sound being made.
Image
User avatar
Steelpoint
Github User
Joined: Thu Apr 17, 2014 6:37 pm
Byond Username: Steelpoint
Github Username: Steelpoint
Location: The Armoury

Re: sound and ambience

Post by Steelpoint » #312549

Footsteps would be a good step to add some ambience to the game, they would need to be quite however.

It may be a issue due to our movement speed being very fast but that can be countered by just making the foot sound tick every five or sex tiles moved or something similar.
Image
User avatar
Armhulen
Global Moderator
Joined: Thu Apr 28, 2016 4:30 pm
Byond Username: Armhulenn
Github Username: bazelart
Location: The Grand Tournament

Re: sound and ambience

Post by Armhulen » #312562

re-add memememe.
User avatar
Steelpoint
Github User
Joined: Thu Apr 17, 2014 6:37 pm
Byond Username: Steelpoint
Github Username: Steelpoint
Location: The Armoury

Re: sound and ambience

Post by Steelpoint » #312572

Smoopadoop has the right idea, I think a good first step is to have every single action a player can do to make a sound.

Unlocking and locking closets, taking off and putting on clothing, switching fire modes on firearms, flipping up and down welding masks and riot helmets, having a radio effect when someone speaks into a radio, etc, etc.

The big issue is getting the sound assets that sound good.
Image
Smoopadoop
Joined: Thu Sep 24, 2015 8:43 am
Byond Username: Smoopadoop

Re: sound and ambience

Post by Smoopadoop » #312604

does anyone have a good enough sound recorder to do foley for us

also are we allowed to rip sfx from well known games? some of those are good
[gmod cloth sounds intensify]
Mains:
David Bellic the Scientist (usually)
Guy Fieri the Cook (not anymore)
User avatar
tacolizard
Joined: Wed Jul 06, 2016 11:39 pm
Byond Username: Tacolizard
Github Username: Tacolizard
Location: the endless void

Re: sound and ambience

Post by tacolizard » #313060

no you can't rip sounds from other games unless they're open source with a compatible license.

also, obligatory shill for my PR which adds a TON of atmosphere: https://github.com/tgstation/tgstation/pull/28478
Smoopadoop
Joined: Thu Sep 24, 2015 8:43 am
Byond Username: Smoopadoop

Re: sound and ambience

Post by Smoopadoop » #313157

hey thats actually pretty good
Mains:
David Bellic the Scientist (usually)
Guy Fieri the Cook (not anymore)
Post Reply

Who is online

Users browsing this forum: No registered users