Sound Ideas
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
Sound Ideas
So i'm working on a degree in multi-media. Basically doing a bit of every thing. I'm focusing more on 3D art but i do a lot of photoshop and sound too.
So i'd like to experiment with sound a bit more.
Goofball came to me a while ago saying that they wanted a new captain announcement tone. After a bit of playing around, i came up with this.
https://dl.dropboxusercontent.com/u/965 ... ncment.wav
https://dl.dropboxusercontent.com/u/9654207/data.wav
I don't know what this one would be useful for exactly, but it just sounded like some kind of cool transmission or computer process. (Also it's the words "fuck your cunt" in binary, high tones are 1s, lows are 0s)
A few TG developers have said they wanted more alarm sounds, so here's a couple experiments.
https://dl.dropboxusercontent.com/u/965 ... larm_1.wav
I've noticed fire alarms never had any noise, thought this might be appropriate.
https://dl.dropboxusercontent.com/u/9654207/alarm.wav
Not sure where this one would work, could be used somewhere.
That's it for right now. If anyone has some suggestions for sounds you think should be replaced or added i can attempt to make them here.
So i'd like to experiment with sound a bit more.
Goofball came to me a while ago saying that they wanted a new captain announcement tone. After a bit of playing around, i came up with this.
https://dl.dropboxusercontent.com/u/965 ... ncment.wav
https://dl.dropboxusercontent.com/u/9654207/data.wav
I don't know what this one would be useful for exactly, but it just sounded like some kind of cool transmission or computer process. (Also it's the words "fuck your cunt" in binary, high tones are 1s, lows are 0s)
A few TG developers have said they wanted more alarm sounds, so here's a couple experiments.
https://dl.dropboxusercontent.com/u/965 ... larm_1.wav
I've noticed fire alarms never had any noise, thought this might be appropriate.
https://dl.dropboxusercontent.com/u/9654207/alarm.wav
Not sure where this one would work, could be used somewhere.
That's it for right now. If anyone has some suggestions for sounds you think should be replaced or added i can attempt to make them here.
- paprika
- Rarely plays
- Joined: Fri Apr 18, 2014 10:20 pm
- Byond Username: Paprka
- Location: in down bad
Re: Sound Ideas
Holy fuck put a warning on these my fucking ears
Edit: What we need more than anything is new ambient tracks that run for 30 seconds or so, the lobby ambience, the medbay ambience, etc
Edit: What we need more than anything is new ambient tracks that run for 30 seconds or so, the lobby ambience, the medbay ambience, etc
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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- Joined: Fri Aug 01, 2014 9:38 pm
- Byond Username: Mindustry
Re: Sound Ideas
Those alarms are way too high pitch.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Sound Ideas
Alarms should grab attention but not be overbearing about it. Also, consider a given player on any given day will play several rounds (usually in a row) and get to hear whatever sound you add several times per round. If its a really irritating sound to hear, nobody's going to enjoy it and might as well just rush the earmuffs at roundstart.Mindustry wrote:Those alarms are way too high pitch.
- Reimoo
- Joined: Wed Apr 23, 2014 2:58 pm
- Byond Username: Reimoo
Re: Sound Ideas
This, I would love some better maintenance ambience trackspaprika wrote:Holy fuck put a warning on these my fucking ears
Edit: What we need more than anything is new ambient tracks that run for 30 seconds or so, the lobby ambience, the medbay ambience, etc
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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: Sound Ideas
Having somebody who knows what they're doing working on sounds would be amazing
Keep in mind however that we can only really use CC0 sounds. We could maybe make an exception if you license these under another CC license. Maybe. I'm not entirely sure.
And yeah, these are way too high-pitched. Low-pitched alarms would probably fit in much better with SS13 in general.
And basically what other people have said so far, we have very little ambience music.
Keep in mind however that we can only really use CC0 sounds. We could maybe make an exception if you license these under another CC license. Maybe. I'm not entirely sure.
And yeah, these are way too high-pitched. Low-pitched alarms would probably fit in much better with SS13 in general.
And basically what other people have said so far, we have very little ambience music.
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
- Reimoo
- Joined: Wed Apr 23, 2014 2:58 pm
- Byond Username: Reimoo
Re: Sound Ideas
That actually sounds really good. Although the dripping noises don't make sense because we don't have a plumbing system. Yet.
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
Re: Sound Ideas
Coolant? mystery fluid? I don't know, it seemed like it would fit. I always had the impression that maint was cold and musty due to lack of vents.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Sound Ideas
Conensation from local hot/cold pipes.Reimoo wrote:That actually sounds really good. Although the dripping noises don't make sense because we don't have a plumbing system. Yet.
- Arete
- Joined: Mon Aug 04, 2014 12:55 am
- Byond Username: Arete
Re: Sound Ideas
It could well be warm and musty. Space is very cold, but it contains very little material to absorb heat by conduction. Compare the feeling of your hand in a 400 degree oven to the feeling of your hand in 400 degree water, and you have an idea of the differences we're talking about here. That leaves blackbody radiation as the only method by which the station can cool down, and with as many heat-generating machines and organisms as populate the station, it could well be that overheating should be more of a hazard than freezing.Cuboos wrote:Coolant? mystery fluid? I don't know, it seemed like it would fit. I always had the impression that maint was cold and musty due to lack of vents.
I keep wanting to make a suggestion thread about more accurately representing the hazards of space in the code, but frankly it'd be a big gameplay change for very little gameplay benefit. My immersions are probably not that valuable.
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- Github User
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- Byond Username: Xxnoob
- Github Username: xxalpha
Re: Sound Ideas
That maintenance ambient track is very good, but I don't think it should have any machinery sounds that can be reproduced by station machinery, like that disposals sound (maybe replace it with echoing metal creaking noise). Other than that, I love it.
- Reimoo
- Joined: Wed Apr 23, 2014 2:58 pm
- Byond Username: Reimoo
Re: Sound Ideas
Actually I think the echoed disposal sound is really neat because it implies that the disposal system is actually being used.
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- Github User
- Joined: Fri Apr 18, 2014 1:50 pm
- Byond Username: Xxnoob
- Github Username: xxalpha
Re: Sound Ideas
But hearing disposals can be useful, the disposal sound in the track can be confusing.
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- Joined: Thu Apr 24, 2014 1:47 pm
- Byond Username: Callanrockslol
Re: Sound Ideas
Scott wrote:But hearing disposals can be useful, the disposal sound in the track can be confusing.
The most excessive signature on /tg/station13.
Still not even at the limit after 8 fucking years.
The evil holoparasite user I can't believe its not DIO and his holoparasite I can't believe its not Skub have been defeated by the Spacedust Crusaders, but what has been taken from the station can never be returned.
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
Still not even at the limit after 8 fucking years.
Spoiler:
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
Re: Sound Ideas
https://dl.dropboxusercontent.com/u/965 ... t_amb2.wav
here it is again with a few mods:
Reduced the amount of drips
added a few metal creaking
Removed SS13 machines
Added a few more misc sounds.
Also, on the discussion of the machines. I can make a pretty convincing far away sound or the sound of something though a wall. Would there be an effective way to implament this into the game? Improved distance sounds?
Oh also, i don't know if any of this has been implemented, but the NT guys a while ago asked me to make some sounds for their Alien Queen, i don't know if it ever made it into the game though.
https://dl.dropboxusercontent.com/u/965 ... breath.wav
https://dl.dropboxusercontent.com/u/965 ... stomp1.wav
https://dl.dropboxusercontent.com/u/965 ... stomp2.wav
would TG find these useful?
here it is again with a few mods:
Reduced the amount of drips
added a few metal creaking
Removed SS13 machines
Added a few more misc sounds.
Also, on the discussion of the machines. I can make a pretty convincing far away sound or the sound of something though a wall. Would there be an effective way to implament this into the game? Improved distance sounds?
Oh also, i don't know if any of this has been implemented, but the NT guys a while ago asked me to make some sounds for their Alien Queen, i don't know if it ever made it into the game though.
https://dl.dropboxusercontent.com/u/965 ... breath.wav
https://dl.dropboxusercontent.com/u/965 ... stomp1.wav
https://dl.dropboxusercontent.com/u/965 ... stomp2.wav
would TG find these useful?
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- Github User
- Joined: Fri Apr 18, 2014 1:50 pm
- Byond Username: Xxnoob
- Github Username: xxalpha
Re: Sound Ideas
Now you just need to make it loop/longer, I am not sure how ambient sounds work in ss13, I haven't had them on for a long time.
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
Re: Sound Ideas
Is it possible to loop sound continuously?
- Ikarrus
- Joined: Fri Apr 18, 2014 2:17 am
- Byond Username: Ikarrus
- Github Username: Ikarrus
- Location: Canada
- Contact:
Re: Sound Ideas
Don't forget to add some reverb so it sounds like we're actually in a metal deathtrap in space.
I believe the functionality is there, it's just never been tried before AFAIK. It's just a var in the sound proc.Cuboos wrote:Is it possible to loop sound continuously?
Former Dev/Headmin
Who is this guy?
Who is this guy?
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
Re: Sound Ideas
that entire loop is made out of reverb.
- paprika
- Rarely plays
- Joined: Fri Apr 18, 2014 10:20 pm
- Byond Username: Paprka
- Location: in down bad
Re: Sound Ideas
>that distant admin BWOINK
i giggled
i giggled
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- NikNakFlak
- In-Game Admin
- Joined: Thu Apr 17, 2014 5:08 pm
- Byond Username: NikNakflak
Re: Sound Ideas
Hehe, I giggled too, It's around 19-20 seconds. That's funny.
Also, I love your ambient sounds but your alarm sounds just don't really fit. I love your sounds in general, make more please ;_;
Also, I love your ambient sounds but your alarm sounds just don't really fit. I love your sounds in general, make more please ;_;
- JJRcop
- Joined: Wed Apr 23, 2014 1:52 am
- Byond Username: JJRcop
- Github Username: JJRcop
Re: Sound Ideas
Just in general, having more things making more sounds would be nice. For most things, not very loud and prominent sounds like airlocks have, but fainter sounds to complement the ambient, except they are actually being produced by the objects and things around you.
That would be really, really nice.
That would be really, really nice.
I lurk quite often...
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- Joined: Tue Apr 22, 2014 2:59 pm
- Byond Username: Kingofkosmos
Re: Sound Ideas
Engineering ambience could be full of those retro-space-sounding beeps and boops like here.
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
Re: Sound Ideas
https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
Changes: time increased to 60 seconds, sounds spread out more, added more creaking, Ghost clown?
Also here's another pass at the fire alarm.
https://dl.dropboxusercontent.com/u/965 ... m_loop.wav
a bit short but it loops perfectly.
And here was an idea i got when playing with the maintenance ambiance.
https://dl.dropboxusercontent.com/u/965 ... ghWall.wav
The first one is a far away version of the disposal while the second one is the sound of a disposal through a wall. I was think (if it were possible) i could edit some of the sounds to have far away version/ through a wall version. Would this be a possibility?
Changes: time increased to 60 seconds, sounds spread out more, added more creaking, Ghost clown?
Also here's another pass at the fire alarm.
https://dl.dropboxusercontent.com/u/965 ... m_loop.wav
a bit short but it loops perfectly.
And here was an idea i got when playing with the maintenance ambiance.
https://dl.dropboxusercontent.com/u/965 ... ghWall.wav
The first one is a far away version of the disposal while the second one is the sound of a disposal through a wall. I was think (if it were possible) i could edit some of the sounds to have far away version/ through a wall version. Would this be a possibility?
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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: Sound Ideas
I guess far-away is theoretically possible, but I don't think it'd be that great. Through walls is not possible though (or too hard to be worth it, anyway),
I love the maint ambience loop.
E:
I've cut the maint ambience up in 5 parts because that works better. I'll have a PR up shortly.
E2:
https://github.com/tgstation/-tg-station/pull/5071
I love the maint ambience loop.
E:
I've cut the maint ambience up in 5 parts because that works better. I'll have a PR up shortly.
E2:
https://github.com/tgstation/-tg-station/pull/5071
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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- Joined: Tue Apr 22, 2014 2:59 pm
- Byond Username: Kingofkosmos
Re: Sound Ideas
Personally I think that maint ambience is a little bit too obtrusive, too dynamic. It should be more ambient, background static, not random sound effects jumping out at you one by one.
Here's what I'm getting at, added a drone sound, another slowly oscillating drone sound and made perhaps too much reverb on everything.
Here's what I'm getting at, added a drone sound, another slowly oscillating drone sound and made perhaps too much reverb on everything.
- Ricotez
- Joined: Thu Apr 17, 2014 9:21 pm
- Byond Username: Ricotez
- Location: The Netherlands
Re: Sound Ideas
tbh that much machinery noise only makes sense in maint areas that are near heavy equipment, like the grinder or Engineering, most of maint is pretty empty
I guess the most realistic system would be some kind of extremely long distance reverb that makes any sound made in a maint tunnel reverb all the way through it, but something like that would be unfeasible
I guess the most realistic system would be some kind of extremely long distance reverb that makes any sound made in a maint tunnel reverb all the way through it, but something like that would be unfeasible
MimicFaux wrote:I remember my first time, full of wonderment and excitement playing this game I had heard so many stories about.
on the arrival shuttle, I saw the iconic toolbox on the ground. I clubbed myself in the head with it trying to figure out the controls.
Setting the tool box, now bloodied, back on the table; I went to heal myself with a medkit. I clubbed myself in the head with that too.
I've come a long ways from asking how to switch hands.
Spoiler:
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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: Sound Ideas
meh, it'd be possible to have everyone in maint hear faint echoes of all sounds played on the station.
not very efficient, mind you, but possible.
not very efficient, mind you, but possible.
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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- Github User
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- Github Username: xxalpha
Re: Sound Ideas
I may be mistaken, but isn't maintenance divided into more than one area? You could play the tracks with more machinery sounds in the maintenance adjacent to engineering.
It's only played once when you enter.kosmos wrote:Personally I think that maint ambience is a little bit too obtrusive, too dynamic. It should be more ambient, background static, not random sound effects jumping out at you one by one.
Here's what I'm getting at, added a drone sound, another slowly oscillating drone sound and made perhaps too much reverb on everything.
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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: Sound Ideas
Yeah it is, I guess that could work. Currently the "machinery" is generic enough to be played everywhere though. More ambience tracks suited to a particular kind of maintenance would obviously be apreciated.Scott wrote:I may be mistaken, but isn't maintenance divided into more than one area? You could play the tracks with more machinery sounds in the maintenance adjacent to engineering..
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
- JJRcop
- Joined: Wed Apr 23, 2014 1:52 am
- Byond Username: JJRcop
- Github Username: JJRcop
Re: Sound Ideas
This may interest everyone. It is a piratepad blergfest of ideas for music tracks as inspiration for original compositions for an official SS13 score.
http://piratepad.net/ep/pad/view/V5SEbb8K8t/rev.5921 (this revision specifically because it still retains authorship colors which is important to find out who is saying what)
Thanks to MrPerson for still having a link to the piratepad of piratepads
http://piratepad.net/ep/pad/view/V5SEbb8K8t/rev.5921 (this revision specifically because it still retains authorship colors which is important to find out who is saying what)
Thanks to MrPerson for still having a link to the piratepad of piratepads
I lurk quite often...
- Reimoo
- Joined: Wed Apr 23, 2014 2:58 pm
- Byond Username: Reimoo
Re: Sound Ideas
Are you talking about in game music now? Or just lobby music?
- JJRcop
- Joined: Wed Apr 23, 2014 1:52 am
- Byond Username: JJRcop
- Github Username: JJRcop
- Reimoo
- Joined: Wed Apr 23, 2014 2:58 pm
- Byond Username: Reimoo
Re: Sound Ideas
In game music would be interesting. What circumstances would it play in? Just as background music? Special music for when you're a traitor even?
Cause that sounds awesome as hell.
Cause that sounds awesome as hell.
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
Re: Sound Ideas
I'm not real good at music...
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
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- Contact:
Re: Sound Ideas
FTL soundtrackReimoo wrote:In game music would be interesting. What circumstances would it play in? Just as background music? Special music for when you're a traitor even?
Cause that sounds awesome as hell.
I haven't logged into SS13 in at least a year.
- MisterPerson
- Board Moderator
- Joined: Tue Apr 15, 2014 4:26 pm
- Byond Username: MisterPerson
Re: Sound Ideas
That pad is 80% just me and Pete going "Hey this song is great, right?"JJRcop wrote:This may interest everyone. It is a piratepad blergfest of ideas for music tracks as inspiration for original compositions for an official SS13 score.
http://piratepad.net/ep/pad/view/V5SEbb8K8t/rev.5921 (this revision specifically because it still retains authorship colors which is important to find out who is saying what)
Thanks to MrPerson for still having a link to the piratepad of piratepads
I miss Pete now.
I code for the code project and moderate the code sections of the forums.
Feedback is dumb and it doesn't matter
Feedback is dumb and it doesn't matter
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
Re: Sound Ideas
Sorry to be bumping a dying thread here. But i came up with some new sounds.
https://tgstation13.org/phpBB/viewtopic.php?f=9&t=1665
In this thread some one suggested playing a sound when you get your antag notification. While it looks like they aren't going to do the delay for antag distribution i still thought it'd be a fun exercise.
Here are the ideas i came up with:
Traitor Notification: https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
Changling Notification: https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
Cultist Notification: https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
I didn't work any others because i either couldn't think of something at the moment or couldn't find a decent sound effect. Comments and critique are encouraged.
https://tgstation13.org/phpBB/viewtopic.php?f=9&t=1665
In this thread some one suggested playing a sound when you get your antag notification. While it looks like they aren't going to do the delay for antag distribution i still thought it'd be a fun exercise.
Here are the ideas i came up with:
Traitor Notification: https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
Changling Notification: https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
Cultist Notification: https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
I didn't work any others because i either couldn't think of something at the moment or couldn't find a decent sound effect. Comments and critique are encouraged.
- Reimoo
- Joined: Wed Apr 23, 2014 2:58 pm
- Byond Username: Reimoo
Re: Sound Ideas
Wow. These are amazing.Cuboos wrote: Traitor Notification: https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
Changling Notification: https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
Cultist Notification: https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
I will say though, the traitor notification needs something added to it. More percussion perhaps?
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- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Sound Ideas
Pretty cool, but they last too long.
- Ezel
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- Location: A place where locations are mini-signatures
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
Re: Sound Ideas
... they.... already do?Ezel wrote:Give eswords a pfffff pweeee sound
EDIT: IT IS DONE https://dl.dropboxusercontent.com/u/965 ... Esword.wav
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- Joined: Tue Apr 22, 2014 2:59 pm
- Byond Username: Kingofkosmos
Re: Sound Ideas
Merge he plox. Also traitor needs more DUN DUN DUUN!Cuboos wrote:... they.... already do?Ezel wrote:Give eswords a pfffff pweeee sound
EDIT: IT IS DONE https://dl.dropboxusercontent.com/u/965 ... Esword.wav
Jk, those notifications are excellent, hope they (or some version of them) get added.
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
Re: Sound Ideas
https://dl.dropboxusercontent.com/u/965 ... xdown2.wav
Edit to the Traitor alert. added a "Number station" sound found on Freesounds
Edit to the Traitor alert. added a "Number station" sound found on Freesounds
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
Re: Sound Ideas
https://dl.dropboxusercontent.com/u/965 ... xdown2.wav
https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
made a double agent alert and malf AI alert
https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
made a double agent alert and malf AI alert
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- Joined: Fri Jun 13, 2014 5:34 am
- Byond Username: Cuboos
Re: Sound Ideas
a beepsky voice revamp i proposed to #coderbus, i figured i might run it by the rest of you first before i made a pull request.
https://dl.dropboxusercontent.com/u/965 ... bcreep.wav
https://dl.dropboxusercontent.com/u/965 ... iminal.wav
https://dl.dropboxusercontent.com/u/965 ... freeze.wav
https://dl.dropboxusercontent.com/u/965 ... s/bgod.wav
https://dl.dropboxusercontent.com/u/965 ... insult.wav
https://dl.dropboxusercontent.com/u/965 ... ce.oog.wav
https://dl.dropboxusercontent.com/u/965 ... s/blaw.wav
https://dl.dropboxusercontent.com/u/965 ... bradio.wav
https://dl.dropboxusercontent.com/u/965 ... ureday.wav
https://dl.dropboxusercontent.com/u/965 ... bcreep.wav
https://dl.dropboxusercontent.com/u/965 ... iminal.wav
https://dl.dropboxusercontent.com/u/965 ... freeze.wav
https://dl.dropboxusercontent.com/u/965 ... s/bgod.wav
https://dl.dropboxusercontent.com/u/965 ... insult.wav
https://dl.dropboxusercontent.com/u/965 ... ce.oog.wav
https://dl.dropboxusercontent.com/u/965 ... s/blaw.wav
https://dl.dropboxusercontent.com/u/965 ... bradio.wav
https://dl.dropboxusercontent.com/u/965 ... ureday.wav
- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
- Byond Username: Saegrimr
Re: Sound Ideas
Ehhhh... maybe for the EDs, but beepsky sounds fine. These are kind of grating.Cuboos wrote:a beepsky voice revamp i proposed to #coderbus, i figured i might run it by the rest of you first before i made a pull request.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
- Atlanta-Ned
- In-Game Game Master
- Joined: Fri Apr 18, 2014 2:11 pm
- Byond Username: Atlanta-ned
Re: Sound Ideas
Didn't spies in Civilization 2 make a similar wood block sound when they were successful? This is perfect.Cuboos wrote:https://dl.dropboxusercontent.com/u/965 ... xdown2.wav
https://dl.dropboxusercontent.com/u/965 ... ixdown.wav
made a double agent alert and malf AI alert
I feel like the malf sound should have a reference to HAL9000 *shrug* Might be low hanging fruit though.
Statbus! | Admin Feedback
OOC: Pizzatiger: God damn Atlanta, how are you so fucking smart and charming. It fucking pisses me off how perfect you are
OOC: Pizzatiger: God damn Atlanta, how are you so fucking smart and charming. It fucking pisses me off how perfect you are
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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: Sound Ideas
>look away from thread for a month
>lots of new awesome sounds
these are great, i'll implement them after the freeze
>lots of new awesome sounds
these are great, i'll implement them after the freeze
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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