The SFX Thread - Printable Version +- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum) +-- Forum: Archived (closed boards) former hosted projects for Oblivion. (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-former-hosted-projects-for-Oblivion) +--- Forum: TESIV: Black Marsh (https://www.silgradmodding.net/forum/Forum-TESIV-Black-Marsh) +---- Forum: Music & Sound (https://www.silgradmodding.net/forum/Forum-Music-Sound) +---- Thread: The SFX Thread (/Thread-The-SFX-Thread) |
The SFX Thread - Xae - 02-25-2010 BM: Sound Effects _________________________________________________________________ Cheerio. This thread is here to help me plan the special sound effects that'll be used in the mod. These may be of the three following type categories:
Now, if we're to do this properly, all sound effects need to be split up into master regions with subtypes (Explore Day & Night, Town Day & Night, Dungeon), such as follows:
- Ibsen's Ghost - 02-25-2010 Can we get a list of vanilla sound FX so that we have something to work with, do you think? I'm not so sure what is used or in what context...anyone? - Xae - 02-26-2010 The vanilla Oblivion SFX list is very long (1533 sounds + 499 from SI). However, the goal here is to create a list of all the new sound effects and as such we shouldn't need it much. Focusing on the sound itself, regardless of whether or not there's an equivalent in vanilla Oblivion, should be the first priority. I'm willing to bet that most, if not all, of the SFX we'll want to add will be completely new, but if need be we can check the lists. Treating this as a game on its own with separate SFX for now and brainstorming is my advice. - shadowbeast - 02-26-2010 Well it seems that the list should consist of the equivalents (of course I know that that's not exactly what you're going for) first, but add in the rest as the ideas come along. After looking at those lists you will need sounds for new creatures, new ground textures (for footsteps), and new weather types if there are any in the mod, listed. Then once that is done figure out what else you want to add in of what isn't conventional to vanilla oblivion. - Ibsen's Ghost - 02-27-2010 Hello shadowbeast. Welcome to BM! Many of these can be crossed over from SI and the like. There are cricket sounds from SI that would be particularly useful so, for the most part, it's just a case of crossing over what's relevant. However, areas such as the Everglades will have quite unique sounds and we'll probably need a nice, wide range for the jungles too... - black ghost - 03-12-2010 hi shadowbeast i'm none at the hammerfell a mod for oblivion. - Direwolf66 - 03-16-2010 the other day out it was nice and... gushy out. so i recoreded a few foot steps. I don't know how good it is, or what you want. so inform me please - Ibsen's Ghost - 03-16-2010 Try sending stuff in. I guess Xaeaix could check them out for you. I would tend to think that footsteps wouldn't be necessary though and his standards are VERY high. If you don't have the expertise in this area then I'd be careful....but you never know. |