Author Topic: New sound effects requirements?  (Read 6372 times)

Offline mercy

  • Colonel
  • ****
  • Posts: 338
    • View Profile
New sound effects requirements?
« on: May 26, 2013, 01:13:12 pm »
Is it currently possible to ruleset new sound effects? Can we use sample4.cat or sampleNEW.cat?  The requirements for new sounds should be not so low since the new engine is capable playing OGG and FLAC.   Is there a tool to assemble a .CAT file or better can we use OGG and FLAC or other compressed sound format that is fast to decode and play as a sound?

Dear coders, what do you think?

I asking because new monsters need new sound effects.
« Last Edit: May 26, 2013, 01:37:03 pm by mercy »

Offline xover88

  • Sergeant
  • **
  • Posts: 10
    • View Profile
Re: New sound effects requirements?
« Reply #1 on: May 28, 2013, 03:44:41 am »
Since OpenXCOM accepts higher quality .wav files, that should be fine enough.
I believe OGG and FLAC is supported for background music.

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: New sound effects requirements?
« Reply #2 on: May 28, 2013, 04:23:52 am »
i COULD implement something similar to the "extraSprites" in the ruleset, but all these "mod" functions are to be considered HIGHLY experimental, and we'll probably end up doing something totally different. the current modding implementations are "stop-gaps" at best, to prove the concept.

Offline Nightwolf

  • Captain
  • ***
  • Posts: 70
    • View Profile
Re: New sound effects requirements?
« Reply #3 on: May 28, 2013, 11:58:26 am »
And what about the music? Maybe Just pick a random track from every geoscapex file found. So if you add 10 tracks for geoscape, will pick it one them. Also, true for combat, dogfight, etc.

Also, could be nice later, some events can have they proper music (for example when a dogfight agains a really huge UFO, you discover something important, etc)

Offline mercy

  • Colonel
  • ****
  • Posts: 338
    • View Profile
Re: New sound effects requirements?
« Reply #4 on: May 28, 2013, 05:07:23 pm »
All right. Waiting till v1.0 then. :)

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: New sound effects requirements?
« Reply #5 on: May 28, 2013, 05:54:08 pm »
i didn't say i wouldn't do it :P

Offline mercy

  • Colonel
  • ****
  • Posts: 338
    • View Profile
Re: New sound effects requirements?
« Reply #6 on: May 28, 2013, 06:53:42 pm »
i didn't say i wouldn't do it :P

Please do create support for new sounds:  so we can ruleset additional new sound effects that are NOT in the CAT files.

deathSound
moveSound
attackGrowl

For weapons: new hit and miss or ricochet:
Ricochet sounds:
https://www.youtube.com/watch?v=tBXaBOlKP1A
https://www.youtube.com/watch?v=mmOcf4GrN1A
https://www.youtube.com/watch?v=7kKkXqfp-Jo

Happy BreakFast With Monsters: (sfx)
https://www.youtube.com/watch?v=kI86goV96Fs

Freebies:
https://soundbible.com/tags-gun.html
https://fxhome.com/sounds





Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: New sound effects requirements?
« Reply #7 on: June 05, 2013, 11:02:21 am »
k, ruleset defined sounds are in, good luck.

Offline mercy

  • Colonel
  • ****
  • Posts: 338
    • View Profile
Re: New sound effects requirements?
« Reply #8 on: June 05, 2013, 12:23:15 pm »
Thank You!! :D