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Sound Effect Packages

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Halae
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Sound Effect Packages

So, as I mentioned in the Costume Request thread, I recently made a character in the CoH private servers that can be explained as a girl in a mech. This is a pretty cool concept you don't see played with very often in the superhero genre, despite power armor being fairly common, which is part of why I decided to go with it. Unfortunately, this had a side-effect. Despite there being sounds for footsteps from robots (you can hear them when you fight robotic enemies, or a mastermind summons robots) you have no way to choose them for your own character. I was stuck with hearing my character grunt like a man every time she jumped, and footsteps came across like she was just a big guy wearing boots.

This is, I think, something that could be played with as an additional customization option. A library of sound packages would be really cool to have on hand - for example, the default could be standard male and female sound packages. Then you could include "monstrous male", "monstrous female", and "Robotic" as options. I doubt these would be difficult to design in the first place, it's just a matter of having the systems in place to actually have them available for players to choose.

Even if the sound effects were only footsteps, "you got hit" sound effects (as bullets striking you is gonna sound different if you're in tights versus a giant metal suit), and vocals (grunting as you jump or get hit, a laugh sound effect), this'd be a massive improvement over anything else on the market. When I mentioned this to my boyfriend, he pointed out that he paid for announcer packs in Starcraft 2 specifically because customizing the audio you have while gaming is an important part of the play experience, and in a game with character customization as important to the core design as City of Titans, these sorts of sound packages make sense as an option players can choose, and would likely sell fairly well as part of the monetization process.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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I've played RPGs over the

I've played RPGs over the decades that would let you choose a "voice" for your character, even if it was limited to how you wanted your character to "grunt" or "breathe heavily". It would seem a game like CoT could eventually add this kind of customization to characters. Being able to specify your "general body makeup" would likely be doable as well so that your combat sounds could sound differently if you're (for example) made of metal versus flesh and so on.

This is the kind of thing that would be perfectly suited for client-side modding assuming that ever becomes a thing in CoT like it was in CoH.

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DesViper
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Footsteps have been mentioned

Footsteps have been mentioned :)

But anything requiring reaction to stimulus is much harder :/

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avelworldcreator
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We have a pretty large

We have a pretty large library of sound effects (over 1000 I believe). I'll see if we have any performance issues in customizing them per character. I don't really think so though. It will make for a large client though. If our players can deal with that we might do something. No promises.

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Even Mii fighters in smash

Even Mii fighters in smash bros allow you to choose their voices now. Including pitching them up or down.

Can I throw voice pitch options into consideration? If It's not too much trouble.

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Tannim222
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avelworldcreator wrote:
avelworldcreator wrote:

We have a pretty large library of sound effects (over 1000 I believe). I'll see if we have any performance issues in customizing them per character. I don't really think so though. It will make for a large client though. If our players can deal with that we might do something. No promises.

If it is client-side only, nope. The problem is when it is sever side.

And we can’t customize footsteps and use environmental-based sounds at the same time. Such as footsteps changing based on the environment. Those sounds are hooked into the map.

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Halae
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avelworldcreator wrote:
Tannim222 wrote:
avelworldcreator wrote:

We have a pretty large library of sound effects (over 1000 I believe). I'll see if we have any performance issues in customizing them per character. I don't really think so though. It will make for a large client though. If our players can deal with that we might do something. No promises.

If it is client-side only, nope. The problem is when it is sever side.

And we can’t customize footsteps and use environmental-based sounds at the same time. Such as footsteps changing based on the environment. Those sounds are hooked into the map.

So a nice big "maybe, we'll check if it's viable, but probably not".

I can live with that. If it ends up being that we simply can't get away with it, I'll shrug and move on, but this [i]would[/i] be very cool.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

DesViper
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So it sounds like it's a

So it sounds like it's a choice: custom footsteps on any terrain, or environmental footsteps across terrain.

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Halae
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DesViper wrote:
DesViper wrote:

So it sounds like it's a choice: custom footsteps on any terrain, or environmental footsteps across terrain.

Well, if that's just footsteps, what about the other parts? The sound of movement (motors whirring, plates clicking together, leather stretching, stuff like that) and voices?

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

DesViper
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Don't think there'll be any

Don't think there'll be any voices, but good question!

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Tannim222
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DesViper wrote:
DesViper wrote:

So it sounds like it's a choice: custom footsteps on any terrain, or environmental footsteps across terrain.

Pretty much. And again, the custom sound would likely be client-side only and always sound the same regardless of the environment.

I already know we are setting up environmental sounds for footsteps. We could easily rip that out. It would take more work to set up customized sounds.

Voices, definitely not full voices. I don’t even know if we will have basic male / female vocalizations (such as the common “grunt” when falling etc). That I’lll need to check into.

More complicated or other sounds aren’t in any plans either. It’s been a while but I had asked if we were going to have customized sounds for powers, and I believe I was told definitely not for launch. I believe the SFX will be tied to the animation / particles, but again I’d have to check.

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DesViper
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Even grunts could be

Even grunts could be immersion breaking though: a regular dude grunt for a robot, demon, ghost unable to talk, etc.

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avelworldcreator
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We have generalized male

We have generalized male/female "grunts" in the library. Some screams and such.
As for the mixed environment/character sounds I'll look into it. This is the first time that question has come up AFAIK. Would only involve hooking up emitter points - of course the more emitters the more overhead on the client. We are likely going to have to set up per-character emitters anyways so it hopefully will not be that significant.

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