Sound replacement project

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Pendrokar
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Re: Sound replacement project

Post by Pendrokar »

Wotking without CC licenced sounds is hard, but not impossible:
  • Started out as steam remake, but quickly ended up as an explosion sound!
  • Steam Sound that maybe requires some work
  • Birds singing. Source from an Public Domain sound site! This would fit well to desert in OpenTTD
BTW I found out that my creative MP3 player can record sounds, BUT at 8 kHz :(! So That may not do!
Some Recorders are pretty bad the only ones I've seen are for 150 dollars(Min. 70$)! :shock:
Attachments
12_Dynamite.wav
Boom
(139.14 KiB) Downloaded 545 times
13_Steam.wav
SHHHH
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72_nobirdsong.wav
OOOHHHhh!!!
(180.24 KiB) Downloaded 450 times
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orudge
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Re: Sound replacement project

Post by orudge »

You're allowed to work with CC-licenced work, I believe, as long as the licence itself says you can.
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Re: Sound replacement project

Post by jklamo »

CC-license may have some of these conditions:
-Attribution (by) -You let others copy, distribute, display, and perform your copyrighted work — and derivative works based upon it — but only if they give credit the way you request.
-Noncommercial (nc) -You let others copy, distribute, display, and perform your work — and derivative works based upon it — but for noncommercial purposes only.
-No Derivative Works (nd) -You let others copy, distribute, display, and perform only verbatim copies of your work, not derivative works based upon it.
-Share Alike (sa) -You allow others to distribute derivative works only under a license identical to the license that governs your work.

For use in openttd is suitable plain cc, by, maybe sa and nc, but sure not nd; from other licenses is surely usable PD.

Currently The Freesound Project have cc-by-nd files, because that is only available lincese there now (version with selectable PD, cc-by, cc-by-nd is under preparation). But it is possible to write message to creator of each sound and ask him if he insist on nd.
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Re: Sound replacement project

Post by Pendrokar »

Ok I will contact the owners of the audio sources and ask them about the licensing!

EDIT: Oh wait the authors do make decisions on what license they are distributing their work. Such as the ChainSaw sound was licensed under CC 1.0 http://creativecommons.org/licenses/sampling+/1.0/ , which allows me to transform it (as I already did :roll: ) but I need to attribute the author which I am doing right now!
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Re: Sound replacement project

Post by orudge »

That's good to hear, then. Sorry I've not responded too much to this thread, I'll try to update myself on everything posted when I get back home.
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Re: Sound replacement project

Post by SirXavius »

Do we have a separate thread concerning music? I can compose very good music for OTTD with little effort (i've been composing for over 20 years), and i just need to know what kind of format?

I generally turn off music when i'm playing (that's some god-awful amatuerish stuff isnt it?), so i don't know: can the music be selected in a rotation? What about using WinAmp in the background? Should we develop a better in-game jukebox?
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Re: Sound replacement project

Post by orudge »

SirXavius wrote:Do we have a separate thread concerning music? I can compose very good music for OTTD with little effort (i've been composing for over 20 years), and i just need to know what kind of format?
Feel free to start a new thread. As for format... MIDI would keep compatibility, but is generally a bit rubbish. If you can record a nice high quality version in Ogg Vorbis, that'd probably be best. MP3 will do too.
I generally turn off music when i'm playing (that's some god-awful amatuerish stuff isnt it?), so i don't know: can the music be selected in a rotation? What about using WinAmp in the background? Should we develop a better in-game jukebox?
Well, my new music system has a playlist feature, whereby you give it a standard M3U playlist, and it loads those files into the jukebox. You can then either play them linearly, or shuffle them, or make your own custom playlists in-game. Basically, if you can provide tracks, they can be fitted into the game. ;)

Of course, my new music system isn't ready yet, but I'm hoping to get some time to tidy it up and see what the Guardians of the Code think of it in the vaguely near future!

What sort of music are you thinking of composing? I personally think something in the general style of the normal TTD music would probably be best, but that's just me!
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Re: Sound replacement project

Post by SirXavius »

Well, i'm not one to compose chintzy minitechno you see in many old games. I've done compositions for Unreal Tournament, and you hafta keep the music strictly in the background. This means repeating non-annoying loops, subdued melodies, but still energetic enough so the tedium of the simulation doesn't put you to sleep. The style i will be composing is what you might call "trance-pop" -- kinda of an upbeat dancy background music that'll probably remain unnoticed, nothing you can whistle to, but definitely a lot better sounding...

Which actually causes me concern: if its MIDI does that mean the game is using the GS sounds in the system? I'd prefer the tracking formats where you can import your instruments (.it, .xm, .mod, etc), but if that's outside of our scope, i may not be of any use...
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Re: Sound replacement project

Post by CMircea »

For the format to post here I would suggest you use FLAC and leave it uncompressed. As for music, maybe use Vorbis, though uploading compressed FLAC somewhere like SendSpace is a good idea as well.
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Re: Sound replacement project

Post by orudge »

SirXavius wrote:Which actually causes me concern: if its MIDI does that mean the game is using the GS sounds in the system? I'd prefer the tracking formats where you can import your instruments (.it, .xm, .mod, etc), but if that's outside of our scope, i may not be of any use...
While it would be quite possible to include it/xm/mod support in OpenTTD, I'd rather not add too many dependencies to the music system. You can create your music in that format if need be (and post it to the forum in that format, too), but if it does end up being made available with the game, it may be converted into MP3 or Vorbis.
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Re: Sound replacement project

Post by SirXavius »

orudge wrote:While it would be quite possible to include it/xm/mod support in OpenTTD, I'd rather not add too many dependencies to the music system. You can create your music in that format if need be (and post it to the forum in that format, too), but if it does end up being made available with the game, it may be converted into MP3 or Vorbis.
Well, perhaps we can set up a thread or sticky for new music that may be included with a future OTTD version, when all the music kinks are worked out. While we don't need any specific file types, we composers would like to know which ones we should work in. The higher end types like .it and .xm allow for much freer music assembly, but are not as universal as .mods or .mids. (There is a great open-source tracking program called ModPlug Tracker, which makes it easy to compose all of these.) If implementation of a MIDI jukebox that uses internal GM or GS sounds is the easiest and the most immediate, then we'll go with that.
I would suggest, however, that there be even just one tracking file type (like one of the ones i mentioned) instead of .mp3, because tracking files are usually MUCH smaller than even a short .mp3 file, allowing for a deeper jukebox, in case of available memory problems for some users. Another question is, since music files can be winAmped in the background, does OTTD even need a music player?
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Re: Sound replacement project

Post by orudge »

SirXavius wrote:Well, perhaps we can set up a thread or sticky for new music that may be included with a future OTTD version, when all the music kinks are worked out. While we don't need any specific file types, we composers would like to know which ones we should work in. The higher end types like .it and .xm allow for much freer music assembly, but are not as universal as .mods or .mids. (There is a great open-source tracking program called ModPlug Tracker, which makes it easy to compose all of these.) If implementation of a MIDI jukebox that uses internal GM or GS sounds is the easiest and the most immediate, then we'll go with that.
I would suggest, however, that there be even just one tracking file type (like one of the ones i mentioned) instead of .mp3, because tracking files are usually MUCH smaller than even a short .mp3 file, allowing for a deeper jukebox, in case of available memory problems for some users.
Well, if you want to create music that isn't in MIDI format, I'd suggest do it in whatever format you like (preferably a lossless format, or a tracker format, though). If the game ends up not supporting tracker formats, they can be converted easily to MP3 or Vorbis.

Feel free to start a new topic to discuss new music. :)
Another question is, since music files can be winAmped in the background, does OTTD even need a music player?
Well, it'd hardly be in-game music if it's just you playing whatever you want in your media player of choice, is it? :P Plus, various platforms (e.g., DS (I think), DOS, etc) are only single-tasking, and so a music player would not be able to run in the background.
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Re: Sound replacement project

Post by Pendrokar »

Update:
Did you know you can make thruster, waterfall and wind sounds with white noize?
Attachments
52_Wind.wav
Nice fresh air...
(236.3 KiB) Downloaded 503 times
57_Wind.wav
...can become harder!
(236.3 KiB) Downloaded 266 times
06_CargoShip.wav
MY EARS!!!
(367.13 KiB) Downloaded 494 times
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Re: Sound replacement project

Post by Pendrokar »

just another post with 3 more sounds done! :)
Attachments
35_VehicleHorn2.wav
Beep beep almost like roadrunner from Warner Bros!
(58.1 KiB) Downloaded 441 times
69_OldPlane.wav
Biplane takeoff!
(270.77 KiB) Downloaded 547 times
59_JetWIP.wav
As concorde replacement! Need comments on this one!
(226.89 KiB) Downloaded 608 times
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Re: Sound replacement project

Post by sickie »

For compressed formats I'd suggest Vorbis over MP3 because of patents in the later. I'd say OpenTTD would like to keep away from those possible dangers.
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Re: Sound replacement project

Post by orudge »

That would be my preference anyway. :)
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Re: Sound replacement project

Post by tb2571989 »

That bi-plane noise, although good, sound like a plane flying over, not taking off.

The concorde/yate haugan noise is good, might want to make it a bit louder as after all they wern't quiet planes.

Wind(s) Sounds fine, but is there ay wind in TTD? I cant remember...

Cargo ship: Perhaps make this a generic ship horn, used on all boats, not just goods?
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Re: Sound replacement project

Post by Pendrokar »

tb2571989 wrote:That bi-plane noise, although good, sound like a plane flying over, not taking off.
Well I checked the 69 sound which is "plane crashing" the takeoff is actually 8 which I have ready and uploaded at attachments! There are wind sounds in arctic climate!
+ I took up some animal sounds
Attachments
08_propellerplanestart.wav
The real takeoff!
(273.3 KiB) Downloaded 584 times
38_Horse.wav
Prr
(181.29 KiB) Downloaded 213 times
67_LionRoar.wav
Poor roar I might say!
(84.93 KiB) Downloaded 355 times
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Pendrokar
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Re: Sound replacement project

Post by Pendrokar »

Update:
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17_crash.wav
Tang....
(149.26 KiB) Downloaded 398 times
19_bigcrash.wav
Doubleee TAANNNGG...
(149.7 KiB) Downloaded 442 times
10_diesel.wav
I think this can be called as done!
(171.41 KiB) Downloaded 545 times
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Pendrokar
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Re: Sound replacement project

Post by Pendrokar »

Other ones...
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00_RiseWIP.wav
Don't know how to improve this!
(14.25 KiB) Downloaded 550 times
40_Sawmill.wav
Slice n Dice
(383.93 KiB) Downloaded 225 times
36_Sheeeep.wav
beeee (without noize)
(44.64 KiB) Downloaded 582 times
Last edited by Pendrokar on 05 May 2008 17:12, edited 1 time in total.
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