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What is a sound pack? Sound pack is a set of files usually in .mp3 or .wav (I go with first) format that trigger when your character interacts (you are using taunts, jumping).
When a new model becomes available it requires assembling a brand new set of sounds for it. Sounds have to be clear, loud and fit the character that is all there is to it. Do you have a character in mind that could use a better soundpack, do you even know of some possible sounds already? Great!
View attachment 1931
Go download Audacity it is the best totally free program for playing with audio. It is used by all big companies, freelancers. You are not wasting your time that might prove useful to you in your future for your job, project... anything.
- basic sounds used by weapons can be found in the GameData\MBAssets.pk3\sound\weapons
- default voices for character can be found in the GameData\zz_MBModels2.pk3\sound\chars
I am quite new to sound editing but I find it extremely enjoyable as my part-time activity. It is very nice to see it in the game later and used by people. I also wanted to help out in some way with the Development of MB... modelling was not for me I tried I tried I am saying (damn it). Coding neither (damn you math too). I am aware there are some mistakes, not everything is explained as yet I am putting this down after a busy day I had a thought to do it since noone bothered before me. May you find some fun in what I could I wish you very much.
Feel free to ask for help.
When a new model becomes available it requires assembling a brand new set of sounds for it. Sounds have to be clear, loud and fit the character that is all there is to it. Do you have a character in mind that could use a better soundpack, do you even know of some possible sounds already? Great!
View attachment 1931
Go download Audacity it is the best totally free program for playing with audio. It is used by all big companies, freelancers. You are not wasting your time that might prove useful to you in your future for your job, project... anything.
The requirements for a sound to work with our game:
Make sure file is mono and sampling must be 44100. These are essentials for our game. It will not play when things go wrong here. In game console will show you an error when you have a file which is not a "proper" one. It will specify what is wrong too so no worries. Game got you covered here.
Make sure file is mono and sampling must be 44100. These are essentials for our game. It will not play when things go wrong here. In game console will show you an error when you have a file which is not a "proper" one. It will specify what is wrong too so no worries. Game got you covered here.
THE PROCESS:
Uncle Goo... No, Youtube this time. The character you might be working on is usually known for some TV Series, Movie. You want to find the cutscene with him, compilations, short video you can go over.I. FINDING APPROPRIATE SOUNDS
When you are downloading the file make sure the bitrate is the highest possible. The higher it is the more detail you can hear and the easier it will be to prepare it.
There shouldn't be any noises (as little as possible). Taunts can be short like "Hello" - first one. "The time has come" - the second. "Let's finish this" as last. For it to sound good it can not be too long taunt is usually a quote the character is the most known for. Due to a lot of various quality clips, it is understandable it might not always be possible to achieve. Go with what you believe to fit. I always try to put a comical twist into my sound packs, one line out of context but adding a lot of meaning to different situations. Test in the game, see if the noise is destroying the impression if it is minor it is fine (keep in mind the sound have to be loudened, they are usually pretty silent at first.II. WHAT TO PAY ATTENTION TO
Test it in the game, see if the noise is destroying the impression. If it is minor, hardly noticable it is fine (keep in mind the sound have to be loudened, they are usually pretty silent at first at the end they are 10+ dB we will talk about making them louder in a bit).III. NOISE
a) *Advance technique I. You can try to "amplify" part of the sound down giving it minus value via amplifying function in Audacity. Took me a while to do it properly. You go a few times by lowering using low values like - 2dB and listening to it over and over. You do not want sudden drops in loudness however!
b) *Advance technique II. Credits to @TechShaman. He has told me it is possible to use a copy of song playing in the background (which is extremely rare, usually it is just some shooting and slaughter) set is as noise profile then use the earlier function to remove noise and Audacity will do the magic.
c)*Advance technique III. Let's say we have a a short line "Hello, nice to meet you" if you listen to it very slowly and then try to play each part separately you might notice where the noise is the most noticable. You can use that fragment as noise profile "get the noise profile" and quite succesfully get rid of the noise from whole track.
When you believe the noise is too big. When you can not hear clearly because of something happening in the background. If the noise in the background is continuous you are unlikely to get rid of it by modifying the file in Audacity. You do not want any static, deformations. If you like music you know what I am saying - all things unpleasant for ears.IV. WHEN IT IS NOT WORTH YOUR TIME
V. LOUDNESS
a) "amplify" function,
Audacity will increase the volume to the maximum as it sees it and it will not cause issues, but that might not always be enough so in rare cases you can turn a blind eye to capping and increase it a little more... just make sure to test it.
b) @Shenghai has reported the "normalize" function can offer lower quality loss from loudening than the "amplify" function.
Test it out. Join the game if there are no red text console errors it is a great sign meaning you did first part well.VI. TESTING
I usually go for an empty Dotf Server and usually as Rebel since they have the elevator which you can use for testing damage and dying sounds and a generator next to it so you can test the falling sound as well. It is all quite time-consuming, consider if the sounds are loud enough that depends on your settings (I am using 10 percent of my max loudness for testing.)
- basic sounds used by weapons can be found in the GameData\MBAssets.pk3\sound\weapons
- default voices for character can be found in the GameData\zz_MBModels2.pk3\sound\chars
I am quite new to sound editing but I find it extremely enjoyable as my part-time activity. It is very nice to see it in the game later and used by people. I also wanted to help out in some way with the Development of MB... modelling was not for me I tried I tried I am saying (damn it). Coding neither (damn you math too). I am aware there are some mistakes, not everything is explained as yet I am putting this down after a busy day I had a thought to do it since noone bothered before me. May you find some fun in what I could I wish you very much.
Feel free to ask for help.
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