You could possibly use a low cut rolloff around 50-80hz. Not sure if you're getting the same response on your system but I'm getting a lot of low end rumble on my speakers that occasionally masks the rest of the soundscape. You might also pan the thunderclaps and birds around to give a greater sense of spatialization / variance.
ok here is my try out for the tombs
i was thinking about making 3 deferent traks with deferent whispers and wind maybe
here is the link it is a 5 mints loop and i added every track seperatly
In terms of getting on the spreadsheet, I would recommend sending a PM to Tajnarasha (OP on this thread). He's organizing the music and SFX so I think he'd know best where to file things - the spreadsheet we're using ATM is mostly for creatures but I'm sure it could be modified to include ambs if it hasn't already. He can send you the google doc invite.
I think the tombs track is strong overall! If I had to give feedback, it'd be:
Experiment with even more one-offs and variations. I like the subtle, panned whispers and such, but you could possibly add more (this is subjective, perhaps less is more. Experiment and go with what works best for you!) The drones are strong overall in their content but can get a bit static over time. I'd recommend experimenting with extended swells in volume, crossfading base layers every few minutes or so, etc just to add a little variance. Once again, if it's TOO varied it might be annoying in game, so go with what feels right stylistically to you, I just personally might have added more variance. Finally, your whispers and one-offs are good, and I like that you've panned them, but you might also try experimenting with sweeping the pan from one channel to the other to create more variance / creepy disorientation etc. Play with it and see if it works for ya! Hope that helps,
The last time Tajnarasha logged in was over a month ago, so if anybody wants to basically semi-handle the organization of sounds it will help the project immensely.
I'm happy to help in any way I can. My availability may be intermittent sometimes due to contract work / trying to get a full time job, but I'm generally free on weekends. I did see Taj pop up on Skype recently so it might be worth trying to reach out to him personally, I'll see if I can get in touch!
Hey guys. I've talked to Taj and he's got other stuff in life going on at the moment. Taj, please feel free to post to clarify if I am misrepresenting you at all, but at the moment Taj is available to answer some questions / help out but will not be able to dedicate as much time to the project. In the meantime, I'll try to keep momentum going for Sound Effects as best I can, so we can get new SFX content generated at a good rate. @HappyChappy, what's the protocol for inviting new people on to the project? I've reached out to some people on facebook to see if we can get some extra designers on board - even working in most of my spare time I've only been able to do a couple of creatures over the past 2 months, so please advise as to what the best way is to get them forum access if necessary, etc / what your screening process is. Or, alternatively, I can just send these guys FRAPS of the creatures' animations and then once they've delivered the content, people who are already on-board can handle the implementation, if you'd rather not have as many copies of the game floating around out there
Good stuff, zakk! Here's my feedback:
You could possibly use a low cut rolloff around 50-80hz. Not sure if you're getting the same response on your system but I'm getting a lot of low end rumble on my speakers that occasionally masks the rest of the soundscape. You might also pan the thunderclaps and birds around to give a greater sense of spatialization / variance.
Hope that's helpful! :)
thanx allot mate :D
appreciate the feed back
uploading tomb sfx at the moment
ok here is my try out for the tombs
i was thinking about making 3 deferent traks with deferent whispers and wind maybe
here is the link it is a 5 mints loop and i added every track seperatly
https://soundcloud.com/jorzine-team/tombs
please feel free to hit me with a feed back and do i have to put my name on the spreadsheet or what ?
thank you :D
Hey man! Listening to the tombs now.
In terms of getting on the spreadsheet, I would recommend sending a PM to Tajnarasha (OP on this thread). He's organizing the music and SFX so I think he'd know best where to file things - the spreadsheet we're using ATM is mostly for creatures but I'm sure it could be modified to include ambs if it hasn't already. He can send you the google doc invite.
I think the tombs track is strong overall! If I had to give feedback, it'd be:
Experiment with even more one-offs and variations. I like the subtle, panned whispers and such, but you could possibly add more (this is subjective, perhaps less is more. Experiment and go with what works best for you!) The drones are strong overall in their content but can get a bit static over time. I'd recommend experimenting with extended swells in volume, crossfading base layers every few minutes or so, etc just to add a little variance. Once again, if it's TOO varied it might be annoying in game, so go with what feels right stylistically to you, I just personally might have added more variance. Finally, your whispers and one-offs are good, and I like that you've panned them, but you might also try experimenting with sweeping the pan from one channel to the other to create more variance / creepy disorientation etc. Play with it and see if it works for ya! Hope that helps,
-JG
thx allot mate :)
will do and post results
The last time Tajnarasha logged in was over a month ago, so if anybody wants to basically semi-handle the organization of sounds it will help the project immensely.
i'm still here to help in that regard, but i tought jp neufeld were on charge?
still don't know what have been done yet.
I'm happy to help in any way I can. My availability may be intermittent sometimes due to contract work / trying to get a full time job, but I'm generally free on weekends. I did see Taj pop up on Skype recently so it might be worth trying to reach out to him personally, I'll see if I can get in touch!
Hey guys. I've talked to Taj and he's got other stuff in life going on at the moment. Taj, please feel free to post to clarify if I am misrepresenting you at all, but at the moment Taj is available to answer some questions / help out but will not be able to dedicate as much time to the project. In the meantime, I'll try to keep momentum going for Sound Effects as best I can, so we can get new SFX content generated at a good rate. @HappyChappy, what's the protocol for inviting new people on to the project? I've reached out to some people on facebook to see if we can get some extra designers on board - even working in most of my spare time I've only been able to do a couple of creatures over the past 2 months, so please advise as to what the best way is to get them forum access if necessary, etc / what your screening process is. Or, alternatively, I can just send these guys FRAPS of the creatures' animations and then once they've delivered the content, people who are already on-board can handle the implementation, if you'd rather not have as many copies of the game floating around out there
Hey all! The hub has been moved to here - http://tesrenewal.com/forums/music-and-sound/skywind-sfx-hub-2
See you!
Edited the OP with information regarding JPNeufeld and the new sheet for clarity and exposure.
The new sheet is intensely comprehensive and should help along anyone who is interested in SFX.
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