Sound replacement project

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tb2571989
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Re: Sound replacement project

Post by tb2571989 »

Diesel: Excellent!

Have the RISEWIP a tiny bit longer, it may be easy to miss with clanging of bells, background music, etc etc.
What about you? Will you join me when the time comes to be a hero?
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Re: Sound replacement project

Post by orudge »

I shall make some time tomorrow to go through all of these, and see what I think of them. Good to see so much work going on. :)
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Re: Sound replacement project

Post by orudge »

My comments on all the sounds posted so far. Apologies for the brevity of some of them - please don't be offended if I haven't written much or anything very exciting. The majority of the sounds posted seem pretty good to me. If all those which have been rated "fine" or "good" or whatever could be added to the wiki, that would be useful. And if anyone else wants to comment on them, please do.

00_nudel.wav
- a bit too "generic"

00_RiseWIP.wav
- sounds a bit like a frog!

01_Badyear.wav
- seems alright

02.wav
- good

06_CargoShip.wav
- pretty good, although it does sound slightly artificial in places. I'd say it's acceptable though.

08_propellerplanestart.wav
- I like :)

10.wav
- sounds a bit like a "suspense" accent in a sound effect library!

10-remade.wav
- echo sounds too artificial

10_diesel.wav
- fine enough

11_mining.wav
- seems OK

12.wav
- seems fine

12-electricity.wav
- would need cutting down a bit, I think 12.wav is better

12_Dynamite.wav
- 12? should this be 18, perhaps? seems alright

13_Steam.wav
- seems OK

14_crosslevel.wav
- a bit "weak", maybe?

17_crash.wav
- fine enough

19_bigcrash.wav
- nice

21-Beep.wav
- beep!

22.wav
- seems pretty decent

22_remake2.wav
- good in that it doesn't sound too similar to the original, while still having the same "meaning"

22-wipchat.wav
- good too, but I think I prefer remake2

24.wav
- nice

25-squire.wav
- fine

26-squire.wav
- fine

29.wav
- sounds a bit too much like a gameshow, but would probably be OK

30-Ooooh2.wav
- doesn't sound quite right, maybe needs a variety of voices in it

31_Splat2.wav
- sounds a bit... odd. A bit too "heavy" maybe?

35_VehicleHorn2.wav
- fine enough

36_Sheeeep.wav
- there's a bit of a noticable hum in this one. Can probably be edited out, though.

37.wav
- fine

37-human moo.wav
- think I prefer 37.wav

38_Horse.wav
- fine

40_Sawmill.wav
- fine

47-Pop.wav
- fine

52_Wind.wav
- fine

56-chainsaw.wav
- seems fine

57_Wind.wav
- seems fine

59_JetWIP.wav
- seems OK, although it perhaps sounds a bit more "fighter jet" than "Concorde". But then, I've never heard a Concorde "in real life" as it were, so maybe I'm wrong...

65-maglev.wav
- seems OK

67_LionRoar.wav
- reasonable, although could be a bit better

69_OldPlane.wav
- nice

72_nobirdsong.wav
- is that a bird or a squeaky swing? :P

maglev_sound_2.wav
- is this from 70s Doctor Who? ;)

train.wav
- nice enough
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orudge
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Re: Sound replacement project

Post by orudge »

Want to hear these new sounds in-game? Click here for my development version, featuring a new opensfx.cat using all these lovely new sound effects. :)
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Re: Sound replacement project

Post by FooBar »

Very nice. I'd like to try that out some time soon. Do I need to compile a version with the sound mixer patch, or can I just rename the file to sample.cat?
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Re: Sound replacement project

Post by orudge »

You will need to compile a new version with the patch, I'm afraid.
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Re: Sound replacement project

Post by Pendrokar »

Removed noize from sheep sound! - http://www.tt-forums.net/download/file.php?id=90538 (reuploaded sheep)
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Re: Sound replacement project

Post by FooBar »

orudge wrote:You will need to compile a new version with the patch, I'm afraid.
That shouldn't be too much of a problem. Especially since I managed to get the screen of my laptop fixed today (needed a new inverter, for the ones interested). Besides, I saw that you posted a precompiled version, so that makes it even easier :mrgreen:
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Re: Sound replacement project

Post by Pendrokar »

Another Update:
Attachments
15_VehicleCrash.wav
Actually Vehicle Breakdown!
(126.29 KiB) Downloaded 414 times
17_crash.wav
Train Crash!
(149.26 KiB) Downloaded 184 times
25_OldBusStart.wav
What filename says!
(348.94 KiB) Downloaded 409 times
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Re: Sound replacement project

Post by Pendrokar »

+ three more
Attachments
26_OldBusStartWithHorn.wav
zhum beep beep
(348.94 KiB) Downloaded 363 times
27_TruckStart.wav
...
(237.85 KiB) Downloaded 320 times
28_ModernBusStart.wav
...
(248.36 KiB) Downloaded 340 times
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Re: Sound replacement project

Post by Pendrokar »

Update:
Attachments
14_crosslevel2.wav
Edited it A LOT!
(228.34 KiB) Downloaded 370 times
71_monorailWIP.wav
Not very similar to the original!
(346.87 KiB) Downloaded 722 times
03_FactoryWhistle.wav
BACK TO WORK!
(199.65 KiB) Downloaded 559 times
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Re: Sound replacement project

Post by Pendrokar »

No one is in a hurry of getting this done right?
Update:
Attachments
05_TrainTunnel.wav
CHHhOOOOoooooo
(322.09 KiB) Downloaded 831 times
20_cash.wav
CHa ching!
(124.91 KiB) Downloaded 277 times
09_TakeoffSoftJet.wav
...
(319.68 KiB) Downloaded 712 times
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Re: Sound replacement project

Post by orudge »

I go through everything that's uploaded every now and then. The next week or so will be quite busy, as I'm moving house, but after then, I should have all the time in the world. :P
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Re: Sound replacement project

Post by NoBrain2k »

Just an idea I had while reading this thread, possibly a bit out of the scope of this project but i thought I'd throw it out there anyway.

It would be nice to be able to have ambient tracks that are pretty long, say a couple of minutes. Then some clever code would have a look at whats on the screen and play a mix of these tracks.

For example if you can see a farm, a saw mill, and lots of trees you would get some general farm noises playing from farm_amb.mp3, some saw mill sounds from sawmill_amb.mp3 and some birds and things from trees_amb.mp3. you could have seagulls and tide sounds near the coast, buzzing from power stations, maybe traffic noise of varying degrees from towns and so on.

I have a tendency to get carried away with my ideas so if its too much then thats fine but i do think this would add up to a pretty rich aural experience if not overdone :)

Edit: just thought i'd clarify I'm not talking about random sounds like TT already does, i'm meaning long, looping ambience
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Re: Sound replacement project

Post by jklamo »

(sort of bump)

05
ok

20
ok

09
ok

14
ok

71
very good!

03
ok

26
ok

27
i hear starting vehicle but not start itself

28
sounds too futuristic for me

15
i cannot visualize vehicle crash when hearing that

17
ok

25
very good!
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Re: Sound replacement project

Post by jklamo »

I tried helicopter, using this http://www.freesound.org/samplesViewSingle.php?id=49483 freesound sample by lorenzosu
Attachments
24 helicopter.wav
(425.29 KiB) Downloaded 275 times
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Re: Sound replacement project

Post by jklamo »

And horse, using this http://www.freesound.org/samplesViewSingle.php?id=18229 freesound sample by dobroide (his personal policy of use: you must state somewhere somehow (credit lines, web page, whatever) that the Freesound Project served this sounds. It is irrelevant to me whether you mention or not my authorship.
Attachments
38 horse.wav
(157.44 KiB) Downloaded 295 times
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Re: Sound replacement project

Post by jklamo »

now ferry horn, using this http://www.freesound.org/samplesViewSingle.php?id=23722 freesound sample by milo
Attachments
07 ferry horn.wav
(569.55 KiB) Downloaded 172 times
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Re: Sound replacement project

Post by jklamo »

and number 23, using this http://www.freesound.org/samplesViewSingle.php?id=29738 freesound sample by acclivity

comments for this or previous sounds are welcomed :!:
Attachments
23 plane skid - wheeals touch down.wav
(81.08 KiB) Downloaded 273 times
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Pendrokar
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Re: Sound replacement project

Post by Pendrokar »

I had gotten ferry and horse! ?(

Plane skid sample won't do, because it is not really a skid. Of course I don't really know how to create a rubber-asphalt skid and record it!

Helicopter is good though. Except it needs Fade in at start and Fade out at the end!

+I can hear and see that you had just cut parts of the ferry sound and because Frequencies don't match up and thats why there is a offset that can be heard. - I should know I had paid 300$ for a 4 day 8 hour sound engineer courses!
Why did I stop making and finding these sounds. I have no real reason just that I don't think we need to recreate the Toyland sounds which would be hard!
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