Author Topic: OpenMachines SFX / Music  (Read 3163 times)

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Offline The Merciful

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Re: OpenMachines SFX / Music
« Reply #30 on: September 18, 2011, 03:05:01 pm »
It's a rank that apex- added in a while ago.  It'll go away eventually.  :mrgreen:

They're all conspiring against you. They want you eliminated. Don't blame me if you find yourself lying dead on a bathroom floor because I tried to warn you.



On another note...bunnies.
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Offline Mahmoud

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Re: OpenMachines SFX / Music
« Reply #31 on: September 18, 2011, 06:45:26 pm »
Don't worry, synth. You fit the elvis tag more than anyone else did. :wink:
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Offline The Merciful

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Re: OpenMachines SFX / Music
« Reply #32 on: September 18, 2011, 08:19:00 pm »
 :clint:  We need a bunny rank.  :bunny:
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Offline Synthonym

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Re: OpenMachines SFX / Music
« Reply #33 on: September 18, 2011, 10:23:46 pm »
I write music!

Industrial:
www.soundcloud.com/synthonym

and Chiptune!:
www.soundcloud.com/Broken-bit



Offline Synthonym

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Re: OpenMachines SFX / Music
« Reply #34 on: September 18, 2011, 10:43:43 pm »
New track, it's here as well as in the OP:

http://soundcloud.com/jgrovesportfolio/silicon-psychosis
I write music!

Industrial:
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and Chiptune!:
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Offline Automatic

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Re: OpenMachines SFX / Music
« Reply #35 on: September 18, 2011, 10:52:26 pm »
Cool. Sounds fitting.

Offline Mahmoud

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Re: OpenMachines SFX / Music
« Reply #36 on: September 20, 2011, 05:02:42 pm »
I could imagine playing a level of machines to this  8-)
I feel like it would fit the mood of a certain campaign level, though. Don't know which one...
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Offline Automatic

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Re: OpenMachines SFX / Music
« Reply #37 on: September 20, 2011, 10:59:41 pm »
New plan:
Unit Voices = .ogg
Weapon Sounds = .wav

I was told not to use .ogg for weapons by a Spring developer. .ogg also doesn't change in volume depending on where the camera is.

Offline Synthonym

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Re: OpenMachines SFX / Music
« Reply #38 on: September 21, 2011, 02:19:02 pm »
I was told not to use .ogg for weapons by a Spring developer. .ogg also doesn't change in volume depending on where the camera is.

That doesn't sound right to me. It's just a filetype, how the engine handles them should be identical with the exception of the decoder proper. I would find a second opinion on this...
I write music!

Industrial:
www.soundcloud.com/synthonym

and Chiptune!:
www.soundcloud.com/Broken-bit



Offline Automatic

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Re: OpenMachines SFX / Music
« Reply #39 on: September 21, 2011, 05:03:19 pm »
True, he did just say in general I shouldn't use .ogg for weapons though. I'll ask why.

A random person who works with spring said

"AFAIK OGGs are decompressed/decoded at play-time and take a lot more CPU than ready-to-play WAV OGGs aren't buffered at load time"

I wouldn't see why this would be a problem if we're using it for voices too. Maybe because weapons are required to be immediate?

Some more notes from spring users:

"weapons are fired fast, by the time the ogg is decompressed and ready to play, the show is over
[for] some weapons"
« Last Edit: September 21, 2011, 06:00:14 pm by Automatic »

Offline Synthonym

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Re: OpenMachines SFX / Music
« Reply #40 on: September 21, 2011, 09:49:52 pm »
True, he did just say in general I shouldn't use .ogg for weapons though. I'll ask why.

A random person who works with spring said

"AFAIK OGGs are decompressed/decoded at play-time and take a lot more CPU than ready-to-play WAV OGGs aren't buffered at load time"

Surely you could tell it to load the sound into memory when a unit's created, though?
I write music!

Industrial:
www.soundcloud.com/synthonym

and Chiptune!:
www.soundcloud.com/Broken-bit



Offline Automatic

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Re: OpenMachines SFX / Music
« Reply #41 on: September 22, 2011, 04:58:57 pm »
Most likely, but I'm not so sure about the other problem. It's probably a spring issue. Amin is going to edit the source, so maybe he can change that. I would suggest making them temporarily wavs though.

Offline lukebolger

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Re: OpenMachines SFX / Music
« Reply #42 on: September 21, 2012, 04:18:58 am »

Offline lukebolger

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Re: OpenMachines SFX / Music
« Reply #43 on: September 21, 2012, 04:24:51 am »
Alsomy band, Giant Monster Army are happy to have some of our best tracks go down as tracks for machines - we are in the process of recording atm, here is a sloppy demo

https://dl.dropbox.com/u/16074369/evilator.mp3

Offline SinJul/3rdSin

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Re: OpenMachines SFX / Music
« Reply #44 on: September 24, 2012, 02:16:40 pm »
Evilator sounds super awesome.
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