List of Things That Need Sound Effects: LTTNSE

A place to record your ideas for the game.
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tacolizard
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List of Things That Need Sound Effects: LTTNSE

Post by tacolizard » #313063

Ok, so in playing this game I have realized a large number of things surprisingly lack any kind of sound feedback, it's just hard to come up with them off the top of my head. So, I created this thread to post things that need sounds because adding sounds is an easy way to boost my commit ranking on Github, and I need muh internet points.


Sleepers
Should have a sound for opening and closing, and mabye port the computer console sounds for the interface. Mabye add some cool ambience to people in the sleepers.

Cryo Pods
Need Opening and closing sounds, mabye more

Exosuits
it would be cool if they had like an AI voice tell you if your mech is being damaged or something

Research goggles and engineering scanners
should have little sounds for enabling and disabling them

Hardhat lights and hardsuit lights
need toggle noises

Transit tube
should have a noise for opening and closing

vending machines
should have noises when they vend things, possibly depending on what is being vended

and more, if i think of any or anyone suggests some.
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Re: List of Things That Need Sound Effects: LTTNSE

Post by D&B » #313064

While noises are cool in general don't you think adding too many will cause saturation
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Re: List of Things That Need Sound Effects: LTTNSE

Post by tacolizard » #313067

D&B wrote:While noises are cool in general don't you think adding too many will cause saturation
of course, I think adding footsteps and stuff would be a bad idea for that reason. I generally don't want to add prolonged sounds, just short ones for some feedback on things that really should have them.
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Re: List of Things That Need Sound Effects: LTTNSE

Post by Gun Hog » #313082

All of these are fine, as this is nothing compared to (WARNING! STRAW-MAN APPROACHING) some places that have constant footstep sounds for Sec, a loud grumble from the station's engine and such. But, for things that do not happen constantly and are in reaction to player interaction with an object are fantastic IMO. Think along the lines of airlocks and certain computers.
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Re: List of Things That Need Sound Effects: LTTNSE

Post by tacolizard » #313092

Gun Hog wrote:All of these are fine, as this is nothing compared to (WARNING! STRAW-MAN APPROACHING) some places that have constant footstep sounds for Sec, a loud grumble from the station's engine and such. But, for things that do not happen constantly and are in reaction to player interaction with an object are fantastic IMO. Think along the lines of airlocks and certain computers.

To be honest, part of the reason why I don't want to add longer sounds is just because our sound manager is crap. Basically, we have no way of modifying a sound as it plays, for example if you hear a sound to your right and then run so that the sound source is on your left, you will still hear the sound out of your right ear. This same thing effects volume falloff as well.

but yeah, i agree too many constantly-playing sounds is a bad thing.
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Re: List of Things That Need Sound Effects: LTTNSE

Post by Anonmare » #313094

You could probably have a click for hard hat lights and such.
Cryo pods and sleepers need a soft whooshing of air.
Vending machine you could use a generic vendor dispense noise.
Exosuits should have a voice clip that informs the operator of critically important things only. Like if there's a technical fault that needs correcting or if it hits a low health/power threshold.
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Re: List of Things That Need Sound Effects: LTTNSE

Post by Remie Richards » #313245

Do you guys just not hear the ALL SYSTEMS, NOMINAL ai sound clip when entering mechs or what? It only plays if there's no internal_damage, if you hear it you're golden if you don't hear it the mech is fucked in some way.
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Re: List of Things That Need Sound Effects: LTTNSE

Post by Lumbermancer » #313259

Whenever a grey is tased they need to scream don't tase me bro.
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Re: List of Things That Need Sound Effects: LTTNSE

Post by Steelpoint » #313260

There should be a sound when you switch fire modes for a energy weapon.
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Re: List of Things That Need Sound Effects: LTTNSE

Post by Professor Hangar » #313262

Steelpoint wrote:There should be a sound when you switch fire modes for a energy weapon.
Can it be an ominous hum?
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Re: List of Things That Need Sound Effects: LTTNSE

Post by DemonFiren » #313283

Professor Hangar wrote:
Steelpoint wrote:There should be a sound when you switch fire modes for a energy weapon.
Can it be an ominous hum?
I had something like this in mind when reading the description.
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Re: List of Things That Need Sound Effects: LTTNSE

Post by tacolizard » #313345

These all sound really good, but I'm going to postpone adding anything until after I'm done with my organ refactor PR.
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Re: List of Things That Need Sound Effects: LTTNSE

Post by Smoopadoop » #313411

Can we please somehow incorporate the sounds from space cadet pinball
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