Welcome Azteca!
Azteca wrote: ↑Sat Mar 30, 2019 12:10 am
Hello all. Great job on the sound clips, Pango.
Thank you
Azteca wrote: ↑Sat Mar 30, 2019 12:10 am
I registered to finally contribute to the community here. I am an audio engineer and have good tools and a trained ear at my disposal. After listening to the great work you did on the original clips, I started thinking it would be nice to have a more high-fidelity option for those willing to break with vanilla (much like upscaled vanilla textures vs hand-repainted characters).
Yeah, there's so much one can do with the original sounds, maybe a few individual sounds can still be reworked (I noticed the other day that the Arena howling wolf is still noisy...), but the only way forward will be to use other sources. Cleaned Soundclips 1.3 is pretty much all vanilla sounds (except for the rain loop), I considered jumping to version 2.0 before replacing more sounds altogether, but it could also become a separate project.
Azteca wrote: ↑Sat Mar 30, 2019 12:10 am
Well, somehow I missed that you started on new sounds! I'd be glad to contribute in whatever way possible. You seem to be on the right path with searching Freesound.
Given there are 373 sound clips(!), what are some that appear often or are otherwise a high priority? I figure the rarer sounds can wait.
It's hard to tell!
The ones I had the most trouble with so far were elemental daedra sounds (Fire daedra, etc.) and AmbientPeople*. The latter are mostly unused ingame, but maybe the easier to replace, unless you have some ideas about how to synthesize new daedra sounds.
I never finished my work on thunder sounds either, I think they're okay but not so great that I should release a version 2.0 with those instead of original sounds. But it's possible I'm not objective about the result.
Maybe people could vote for the sounds they find the less convincing in the original sounds, but you can also go with your own feelings and knowledge.
Then they're the ideas that would require Daggerfall Unity engine changes.
Say, to add more alternate sounds, say 5 or 6 bird songs instead of 2, several doors opening sounds etc. to pick randomly or pseudo-randomly, to add variety.
People have been complaining about crickets playing in snowy/winter weather, I think I could modify the engine to avoid that, but then what ambient sounds to play instead, just silence?
They've been discussions lately about
enemies dodging lacking feedback; Classic does not use sound for dodging and I'm not sure if this can be improved.
I'd really like Daggerfall to have more wind sounds, but I think it should be another layer on top of music and ambient sounds; So you could have wind sounds with clear weather (and deserts) but also with rain, storm, etc. Wired to game WindZones...
(And finally Unity is also capable of realtime effects, so having reverb based on dungeon rooms geometry and properties is the ultimate dream, but it looks totally out of my league...)