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Elemedals sound effect submission thread

6 replies [Last post]
Wed, 05/25/2016 - 12:16
Autofire's picture
Autofire

SOUND EFFECTS WANTED!
These are sound effects for a fan game called Elemdals! (No, we cannot steal the sounds from Spiral Knights. So. Don't. Even. Try.)

The goal of Elemedals is to create an interesting narrative that permanently captures the feel of Spiral Knights, even long after the servers close their doors. The Clockworks is full of interesting sounds, and they are a huge part of Cradle. What would a Gun Puppy be without his bark?

Your mission, if you choose to accept it:
I want YOU to create some sound effects for Elemedals! You could start with some recordings, dig through a few online soundbanks like this one, or even generate something!

Then crack open a sound-editing utility like Audacity and edit your sound until it sounds nice. Then export it as a .wav file and post it here! (Note: ogg files are also supported, but they are lossy. Only use them for very, very large files, because ogg compresses better. Details on sound formatting can be found here.)

But wait, there's a catch!
I'm looking for clear sounds that match the game's theme. I won't accept anything that sounds indecipherable, has too much background noise, or the like. I might accept poor-quality sounds, but only temporarily; I'll ask for sounds to replace the bad ones.

Good quality, of course, means without static/background noise and was well-recorded. (So...doesn't sound unreasonably echo-y.) Note that a little echo might be reasonable, due to the vast size of the Clockworks, but Audacity can add an echo effect. Also, things that happen a lot, like jumping, will use more than 1 sound effect! Whenever the player jumps, the engine can pick a random sound from the batch. The goal is to slay repetitiveness.

Your efforts won't go unrewarded!
If you make something that will be included in the game (read: not counting bad ones), you're name will also go in the credits. Those who make enough of a contribution can also make a guest appearance in the fan game!

See next post for a listing of currently requested sounds.

Wed, 05/25/2016 - 12:21
#1
Autofire's picture
Autofire
Right now, I'm looking for the following:
  • Sounds for using energy: this one is REALLY important. I want all kinds of pitches. Low pitch, high bass sounds will be used for very powerful Energy-based effects and boss transformations, while higher pitched ones will be used for weaker attacks and abilities.
  • Sword-swing sounds: Used for Calibur family.
  • Jumping/landing sounds: This is general. Will be used for the player and many of the monsters.
  • Noise for the player taking damage: Something obvious. Audio cues are important!
  • Different noise for the monsters taking damage: This helps make it obvious that the thing got hit.
  • Shooting sound for the Gun Puppies: I already have the barking part, which I'll include in the next version of the game.
  • Chromalisk's attacking and dying.
  • Innocent mews, angry yowls, and a sad moaning for Spookats.

If there is anything else you think would be helpful, ask! There's plenty of upcoming things which require sounds, and I would really appreciate the help.

Thu, 05/26/2016 - 21:41
#2
Dahall's picture
Dahall

Have you searched the internet for the audio files(most of them should be under the CC license)? There are plenty of audio files that you can find appropriate for your game.

Fri, 05/27/2016 - 11:17
#3
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

I'm aware that there is a plethora of sound effect websites and such. And yes, I've utilized them in the past. However, I'm spending much of my development time trying to get a working level. Sound effects are NOT required for any of this, so they've been pushed to the bottom of my (mental) to-do list.

The great thing about sound effects is that they are also don't require any knowledge of Anura or my game's structure to create, so I'm requesting help for it. And yes, I can do a lot of this myself, but I'd like this game to the community's game as a appreciation letter to the developers. And I'm hoping this to be an easy way to get people on board.

Tue, 05/31/2016 - 02:07
#4
Xxpapaya's picture
Xxpapaya
The papaya has a question

This sounds like a very interesting task. However, when you say that you are looking for sounds that match the game, in this case, a 2D scroller, would you be more interested in say, a realistic sound of a jump (for instance, an intake of breath, followed by the sound of the knight landing) or a more Mario like sound.

Similarly, would you like the sound of an actual sword swinging, (perhaps an Epee or badminton racket cutting the air) or an Undertale style "cut" sound?

Tue, 05/31/2016 - 03:02
#5
Xxpapaya's picture
Xxpapaya
The papaya has some ideas

Not finished editing all of them yet, but here are some that I put together and would like to get an opinion on as to if they fit the style of the game or are too realistic or too ambiguous/distorted

Chromalisk Dying

Injured/hit sound (for the player)

Single Calibur Swing

Double Calibur Swing

Wed, 06/01/2016 - 10:26
#6
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Hmm...actually I hadn't quite thought about that. Initially I was thinking "It should resemble Spiral Knights." but now that I think about it, that doesn't make sense, given the art style...I'm sort of trying to mimic the SNES/GBA/Genesis era art.

But then the tricky thing is...what sound qualifies for that? Are we trying for retro, or for modern? I'll have to think about it and get back to you.

Until then...sounding good!

The Chromalisk Dying sounds kinda like from the Atari days. While not exactly what I was thinking of, seems like it fits, based on who's making that noise. :P

The taking-damage sound is a little loud, but it occurred to me that the volume could vary based upon the damage taken...so in that case, the sound itself should not be quiet. Anura can reduce (but not increase!) the volume of the sound effects.

The Sword Swings sound more modern, and I'm not going to discount that yet. Just keep in mind that a double swing isn't as usable as a single swing, (We don't know if the player will carry through with the second swing!) so you or I will have to break that into two sound clips.

Thanks for taking interest in the project! I'll add some/all of these just to make sure that the audio plays at the right times, etc. (Although not today, as I said in the other post. I'm taking a day-and-a-half off from working on Elemedals. I need to de-stress.)

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