AxelMoon Posted June 11, 2015 Greetings Doomworld. I have to say, I love the idea of FreeDoom and I noticed you guys are almost always looking for resources to use for the project. I come to you with five (and one modified one for consistency sake) sound effects. Test Wad Link (Contains all the sounds and other resources. Updates when I create more resources.) : https://drive.google.com/file/d/0B7KVa3rJCvDDWWxqakxHdXNOYjQ/view?usp=sharing 5 sounds were made with my own voice, and some various pitch, and speed edits with audacity. At least 2-3 voice clips were recorded and modified to merge into the 5 sound effects. The Door opening sound uses the fireball explosion sound on the beginning of the sound mixed with the normal sound, and the closing sound uses a pitch modified hoof stomp sound for the closing part, as well as a fireball explosion again at the start to add some realism if the door were to suddenly open or close again before the first sound has finished. All merged in sound effects are Freedoom's sounds, not Vanilla's. I made sure of this. Update: Added new "vile" sounds as a test in the latest post. - Happy Holidays! 0 Share this post Link to post
Catoptromancy Posted June 11, 2015 Why convert to a lossy format when they need to be wavs anyway? The sounds are good, but the format just removes quality for no reason. 0 Share this post Link to post
AxelMoon Posted June 11, 2015 Update: Fixed and added more sounds. Update 2: Updated Wad link to replace Door sound with requested version by raymoohawk. 0 Share this post Link to post
raymoohawk Posted June 12, 2015 i really like the door sounds, specially the closing door maybe the opening door could have an edit of this mixed in: https://github.com/freedoom/attic/blob/master/spike/sounds/chainsaw.wav 0 Share this post Link to post
AxelMoon Posted June 12, 2015 Sure, I'll give it a shot, want the sound on par volume with the opening sound, or slightly faint in the background, just enough to hear it mix in? 0 Share this post Link to post
raymoohawk Posted June 12, 2015 thanks, probably faint, like its part of the machinery rising the door 0 Share this post Link to post
AxelMoon Posted December 25, 2015 Merry Christmas and or Happy Holidays to you all! I got a treat for you guys. Some new "Vile" sounds courtesy of myself. Wadded up and ready to go. Already downsampled and all for your convenience. https://drive.google.com/file/d/0B7KVa3rJCvDDaG56ZVAxeTNZY3M/view?usp=sharing http://puu.sh/m7FU7/d87f08cc07.ogg And here's a preview for you for those that do not wish to download the wad, and or wish to listen to them right away in your browser. 0 Share this post Link to post
Doctor Nick Posted December 25, 2015 SuperSomariDX said:Merry Christmas and or Happy Holidays to you all! I got a treat for you guys. Some new "Vile" sounds courtesy of myself. Wadded up and ready to go. Already downsampled and all for your convenience. https://drive.google.com/file/d/0B7KVa3rJCvDDaG56ZVAxeTNZY3M/view?usp=sharing http://puu.sh/m7FU7/d87f08cc07.ogg And here's a preview for you for those that do not wish to download the wad, and or wish to listen to them right away in your browser. The vile sounds are good. Can you make a pull request for these? Use my guide. Make sure that they're 8-bit wavs, not 16-bit. 0 Share this post Link to post
Doctor Nick Posted December 26, 2015 Also, the mancubus sounds are good, can you submit those? The door open and close sounds are a bit high pitched and can become annoying after a while, can you try and tone these down a bit? 0 Share this post Link to post
AxelMoon Posted December 26, 2015 The Mancubus sounds would have to be downsampled, and the doors downpitched and downsampled, but I'll see what I can do. Updated and sent the pull request. 0 Share this post Link to post
Doctor Nick Posted December 26, 2015 SuperSomariDX said:The Mancubus sounds would have to be downsampled, and the doors downpitched and downsampled, but I'll see what I can do. Updated and sent the pull request. This still needs some work. The doors are still too high pitched. I think these need some reworking so that they're not as grating. The mancubus death sound is missing, was this intentional? When you resubmit these, can you please make separate commits for different assets? For example, Door sounds and slug sounds should be separate commits. 0 Share this post Link to post
AxelMoon Posted December 26, 2015 I'll work on the doors more. (Might have to redo them entirely.) As for the death sound missing, it was just a slightly downpitched older slug death sound from 0.8. It wasn't really anything special. And I'll note that down for the pull request for future reference, thank you. 0 Share this post Link to post
Doctor Nick Posted December 26, 2015 BTW, if you're having trouble getting your fork resynced with the offical repo, do this: open mobaxterm, go to your fork directory Type "apt-get install git", which will install the command-line version of git. type "git reset --hard freedoom/master", which will reset your local copy to the current version of the official repo. type "git push --force origin/master", which will reset your fork on github to the current version of the official repo. 0 Share this post Link to post
AxelMoon Posted June 15, 2016 https://drive.google.com/file/d/0B7KVa3rJCvDDQUR0LWZxVERjMjA/view?usp=sharing Something lying around my hard drive was a potential full main player voice-over replacement, and interestingly.. I forgot about the brand new door sounds I created. https://drive.google.com/file/d/0B7KVa3rJCvDDRUNwOWVRR3V3TzA/view?usp=sharing Luckily for your convenience, I uploaded a video on my google drive as well so you can preview both. https://drive.google.com/file/d/0B7KVa3rJCvDDaEJMU0VxbXNpWXc/view?usp=sharing 0 Share this post Link to post