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Customization of power sounds

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Mount
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Customization of power sounds

One of my favorite powersets in COX was the Sonic blast/Sonic assault, but I really didn't love the actual sounds played when you used it. It always felt like they were trying to cover every possible backstory by having a weird mishmash of sounds.. reverb'd machine noises and synthetic tones interspersed with wolf howls and distorted shouts. I would've loved to see some sound options in addition to the color-shift choices. --//-- My suggestion, then, would be for maybe two or three different options for power sounds. Using my beloved Sonic as an example, you could have options like Machine, Monster, and Magic. Monster would be a collection of shrieks, howls, and other beastly noises. Machine would be more sci-fi/industrial sounding (instead of a Howl, you'd hit enemies with something that sounds like a burst of feedback), and Magic could be distorted voice clips (think of the Weirding Modules from the Dune movie: http://tinyurl.com/n5sz3ml). I would advocate a whole-set variant, rather than the ability to change each sound on a power-by-power basis. If my evil murderbot Deathibel is fighting your magical girl PopStarr, having a limited set of choices would allow both characters to have a distinct style without a ton of server-side overhead. Some clearly-defined powersets don't really lend themselves to multiple sound options -- fire sounds like fire, hitting someone with a big rock sounds like... hitting someone with a big rock. For the more nebulous sets, though, having a couple different options seems like a great way to increase immersion. --//-- Another option that would be fun/silly would be to allow players to assign a sound file which changes ONLY their own characters sounds, and ONLY locally. Thus, you could have a tweenage fangirl sidekick who fights by emitting shrill Bieber-fan-esque squeals, but remote users would still hear it as one of the default sound options. Just something to think about!

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Interesting idea! Would

Interesting idea! Would definitely add to the uniqueness of the game and falls right in line with what most of us loved about COH - customization.

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OH HECK YEAH!!!

OH HECK YEAH!!!
Can't believe no one mentioned this before.
I bet someone did and I just missed it.
But whoever said it fisrt I'm like totally stoked about it.

I want an electric crackling sound when I spin my nunchaku.

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That is really a good idea.

That is really a good idea.

If there was a 'sound pool' and you could pick the sound you wanted to go with the power in question from that pool (with suggested sounds marked), that would be awesome though it would mean someone creating a bucket load more power sounds so you had a good selection. The Devs could then see which sounds were liked and not and tweak accordingly.

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Pick your animation.

Pick your animation.
Pick your sound to go with that animation.

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The idea of custom sounds is

The idea of custom sounds is quite possible. There may be a possibility of using the sound engine's built in effects to change the sound in specific ways (although this wouldn't make a sound completely different). The only drawbacks at this point that I can see is that more sounds equals more files adding to the size of the game and that making more sounds will add to the time it takes to make the game.

BTW, I fully intend to show all the powersets sound love. Especially those that were ugly stepchildren like sonic, forcefields and arrows (I would like a more realistic sound to the plain arrow set and some better sounds for trick arrows). I think COX was hampered by their choice of sound libraries at the start (a good one at the time, but dirt old now) as well as going into more synthesized sounds for later powersets that became mechanical and a bit cold.

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The biggest problem with

The biggest problem with customizable sounds for powers would come with making sure each sound would sync up to the animation of the power - especially when you consider that many animations are already going to be customizable as well.

It seems like the easiest solution would be for the power animation/color to be the PRIMARY thing you can customize about a power and then based on those choices you might get some options for sounds that would be hardwired to match those animations as SECONDARY customizations. The good thing about prioritizing it like this is that it means the Devs could (for example) focus on power animation/color customization for launch time and then as time permits they could add new non-default sound customizations without major rework to the system.

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Revolution wrote:
Revolution wrote:

The idea of custom sounds is quite possible. There may be a possibility of using the sound engine's built in effects to change the sound in specific ways (although this wouldn't make a sound completely different). The only drawbacks at this point that I can see is that more sounds equals more files adding to the size of the game and that making more sounds will add to the time it takes to make the game.
BTW, I fully intend to show all the powersets sound love. Especially those that were ugly stepchildren like sonic, forcefields and arrows (I would like a more realistic sound to the plain arrow set and some better sounds for trick arrows). I think COX was hampered by their choice of sound libraries at the start (a good one at the time, but dirt old now) as well as going into more synthesized sounds for later powersets that became mechanical and a bit cold.

What about making it a separate and optional download? If you want customized audio for your power sets, download and install this expansion pack.

Then again, that probably makes tracking installation version numbers for later updates a nightmare. Something to think about though.

-Wolf sends

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Wolf Shadow wrote:
Wolf Shadow wrote:

Revolution wrote:
The idea of custom sounds is quite possible. There may be a possibility of using the sound engine's built in effects to change the sound in specific ways (although this wouldn't make a sound completely different). The only drawbacks at this point that I can see is that more sounds equals more files adding to the size of the game and that making more sounds will add to the time it takes to make the game.
BTW, I fully intend to show all the powersets sound love. Especially those that were ugly stepchildren like sonic, forcefields and arrows (I would like a more realistic sound to the plain arrow set and some better sounds for trick arrows). I think COX was hampered by their choice of sound libraries at the start (a good one at the time, but dirt old now) as well as going into more synthesized sounds for later powersets that became mechanical and a bit cold.

What about making it a separate and optional download? If you want customized audio for your power sets, download and install this expansion pack.
Then again, that probably makes tracking installation version numbers for later updates a nightmare. Something to think about though.
-Wolf sends

No need to make all of these things "DLCs" unless they wanted to make some of the special sound customizations things you could buy in the cash store. I could see where a few optional sounds might be released in free update patches to the game but other special ones might be buyable or earnable in the game.

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Customizable sound library

Customizable sound library option purchasable through the cash store?
I love it!

Bloated sound files and delayed launch to include customizable sounds in the release?
Not so much.

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Revolution wrote:
Revolution wrote:

The idea of custom sounds is quite possible. There may be a possibility of using the sound engine's built in effects to change the sound in specific ways (although this wouldn't make a sound completely different). The only drawbacks at this point that I can see is that more sounds equals more files adding to the size of the game and that making more sounds will add to the time it takes to make the game.

I was hoping that you'd say that. Make sure that the tech people structure things for a relatively open ended library of sound files and you'd be able to do modular releases of additional packs over time. Remember, you're not aiming for "completion" by launch date so much as "sufficient to the task" by launch date, and leaving yourself ROOM TO GROW on into the future.

Revolution wrote:

BTW, I fully intend to show all the powersets sound love. Especially those that were ugly stepchildren like sonic, forcefields and arrows (I would like a more realistic sound to the plain arrow set and some better sounds for trick arrows). I think COX was hampered by their choice of sound libraries at the start (a good one at the time, but dirt old now) as well as going into more synthesized sounds for later powersets that became mechanical and a bit cold.

Archery and Trick Arrow always felt rather ... lacking in the sound FX department to me. There was almost a sense of "phoning it in" on the sound design for those. For one thing, drawing an arrow sounded more like detatching a small patch of velcro than anything else. You never heard that "thrummm" of a plucked bowstring resonating against the belly of a recurved flatbow. You never heard the Hollywood sound FX of a flying arrow, made famous as far back as Errol Flynn in Robin Hood (now in glorious Technicolor!) that was produced by having the cock and hen feathers cut differently on the arrow, giving it a distinctive tri-tone sound (inspired by Native American archery designs).

So yeah, if you can get some really good bowstring sounds and some awesome flight arrow sounds to put on the projectile(s)(!) that would be marvelous!

Now about these Dual Pistols we've got lying around over here ... what's the point of putting a silencer on the costume piece if you can't put a silencer on the sound FX for the powerset?

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Redlynne wrote:
Redlynne wrote:

Pick your animation.
Pick your sound to go with that animation.

If my ears die before this game ships (likely), I might have to borrow you to make sure I've got the right sounds set.

[i]Has anyone seen my mind? It was right here...[/i]

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Beats me needing to borrow

Beats me needing to borrow your computers to confirm that the colors I'm picking in the costume editor aren't garbage thanks to low end graphics cards and badly aligned tint settings on the monitor. What goes around comes around.

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I want one of the sound guys

I want one of the sound guys to record his own voice saying, "Pew Pew Pew"
That will be my gunners signature sound effect.

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Can I get someone shouting

Can I get someone shouting Freeeeeeem! ?

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As comedic as those

As comedic as those suggestion are ... I will admit that they both have a giggle factor of merit to them ...

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Hey I can get a sonic blaster

Hey I can get a sonic blaster who's attack sounds like Wilhelm!
http://en.wikipedia.org/wiki/Wilhelm_scream

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Hey I can get a sonic blaster who's attack sounds like Wilhelm!

I want to attack by saying "Madison"!
http://www.imdb.com/title/tt0088161/

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Fine! My attack sound shall

Fine! My attack sound shall be [url=http://www.youtube.com/watch?v=anwy2MPT5RE]"SPAM!"[/url]

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Fireheart wrote:
Fireheart wrote:

Fine! My attack sound shall be "SPAM!"

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LMAO!

LMAO!

Now I've seen everything!

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Cyclops wrote:
Cyclops wrote:

I want one of the sound guys to record his own voice saying, "Pew Pew Pew"
That will be my gunners signature sound effect.

https://www.youtube.com/watch?v=U48uDLQ2_fs

[color=#ff0000]Sound Lead, Bullpen Writer[/color]

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Revolution wrote:
Revolution wrote:

Cyclops wrote:
I want one of the sound guys to record his own voice saying, "Pew Pew Pew"
That will be my gunners signature sound effect.

https://www.youtube.com/watch?v=U48uDLQ2_fs

Oh LOL yeah no way that could really happen...

Revolution wrote:

Sound Lead

... derp. O_o;

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Revolution wrote:
Revolution wrote:

Cyclops wrote:
I want one of the sound guys to record his own voice saying, "Pew Pew Pew"
That will be my gunners signature sound effect.

https://www.youtube.com/watch?v=U48uDLQ2_fs

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You, Sir win the internet today!
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You should hear my idea for

You should hear my idea for stock enemy screams. Bwahahahahahahah!

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Revolution wrote:
Revolution wrote:

You should hear my idea for stock enemy screams. Bwahahahahahahah!

Some of these mobs are going to make woob-woob-woob sounds, aren't they...
[youtube]w9rwF2khUIY[/youtube]

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A long time ago I suggested

A long time ago I suggested musical instruments be allowed as weapons.
It would be really good if the sonic blasts coming from my guitar
and the buffs coming from my harp or trumpet
and the mind control coming from my flute
all sounded like musical cords.

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And be a

And be a
Juke.
Box.
Hero!
(Got stars in his eyes!)

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That sounds like my EQ Bard!

That sounds like my EQ Bard! Switching instruments on the fly, while weaving songs.

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Fireheart

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Apologies for posting in an

Apologies for posting in an old thread, (as my little experience with forums suggests people don't like that) but I feel like this is an important addition to the "mouth sounds" idea for a customization option.

Ex-CoH player of 4 years, DarkLoveAngel, Liberty server.

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Ok, digging up this old

Ok, digging up this thread again but I think there are a few points that needs to be addressed (and I've completely missed this before).

Revolution wrote:

The idea of custom sounds is quite possible. There may be a possibility of using the sound engine's built in effects to change the sound in specific ways (although this wouldn't make a sound completely different). The only drawbacks at this point that I can see is that [b]more sounds equals more files adding to the size of the game[/b] and that making more sounds will add to the time it takes to make the game.

And animation choices don't do that? As someone else said, we don't need it all at launch. I believe that most of the initial "sound customization" could probably be gotten from sound libraries and thus hardly adding any work. Now once that possibility is exhausted then it would add pretty significant work but then we are into post-launch time.

The thing is that anything that you (devs as a whole) leaves as a choice to the player will increase the games size and dev time, since you need to add files (or add to files) so that all choices are represented, so effectively dismissing sound customization (outside of effects filters) on the basis that it will increase the size and dev time of the game is ridiculous imo since that argument applies equally to animation customization and frankly any other form of customization.

Quote:

BTW, I fully intend to show all the powersets sound love. Especially those that were ugly stepchildren like sonic, forcefields and arrows (I would like a more realistic sound to the plain arrow set and some better sounds for trick arrows). I think COX was hampered by their choice of sound libraries at the start (a good one at the time, but dirt old now) as well as going into more synthesized sounds for later powersets that became mechanical and a bit cold.

That is all well and good but it still leaves the problem that for sonic based powers the sound is the primary aesthetic and the visuals are just there to show that they are using a power and it's "area of effect" so to speak. Now it may be presented as being different animations (or rather grouped as a single aesthetic choice) but there needs to be some choices where the major differentiation is the sound and not the visuals, especially considering that you will have proper sounds to go with each animation.

Leaving out aesthetic power customization where sound is the major component will leave out a fairly major group of hero types, the bard and screamer ones. If MWM gives us a choice for a musical instrument as a "weapon" then I expect proper sounds from it as a choice.

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I'm impressed with this

I'm impressed with this experimental AudioGL purely procedural way to create music/sounds just at runtime. Not saying we want this.. just that its interesting. ;)

video: (skip to 7:47 for the developers explanations)

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I love the idea of custom

I love the idea of custom sounds, or rather a list of a couple sound sets to choose from. While it would be awesome to be able to use sliders to personally customize sounds for a power set, it seems having just a couple "baked" sets would be the least programming/file-size intensive way to go. But, however it would be done, i would love to see the ability to choose sound sets.

Plus, CoT would have the distinction of being the only MMO (that i know of) that would have that feature and could end up heralding a whole new era of... sound ideas. ;)

Until after now...

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Izzy wrote:
Izzy wrote:

I'm impressed with this experimental AudioGL purely procedural way to create music/sounds just at runtime. Not saying we want this.. just that its interesting. ;)
video: (skip to 7:47 for the developers explanations)

That is seriously impressive, and probably a bit overboard when it comes to sound customization. But if we do get it I certainly won't complain. :D

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Gonna vote yes for any

Gonna vote yes for any suggestion with the words "Customization" hehe.

Anyway, very interesting idea, most unique i have heard in awhile, besides VO stating that players may be able to mod the game, although mods are nothing new. Your idea is pretty unique man. never considered such a thing.

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+1 to any customization,

Also +1 to any customization, ESPECIALLY chooseable sounds as well as graphics for powers, with a big IF it is not prohibitively difficult and time consuming so that doing it takes time that is needed for more essential things and so bogs down development.

So, maybe a 2 years post launch thing?

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Cyclops wrote:
Cyclops wrote:

I want one of the sound guys to record his own voice saying, "Pew Pew Pew"
That will be my gunners signature sound effect.

You're funny.

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Dztblk wrote:
Dztblk wrote:

Cyclops wrote:
I want one of the sound guys to record his own voice saying, "Pew Pew Pew"
That will be my gunners signature sound effect.

You're funny.

Hmm, I wonder if I can get that on my Double Trouble...

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Empyrean wrote:
Empyrean wrote:

Also +1 to any customization, ESPECIALLY chooseable sounds as well as graphics for powers, with a big IF it is not prohibitively difficult and time consuming so that doing it takes time that is needed for more essential things and so bogs down development.
So, maybe a 2 years post launch thing?

Considering that they are completely separating the aesthetics of powers from the mechanics and that every individual animation will have proper sound effects (maybe adjusted for the weapon used) then the basic framework for it is already in place.

As I said (and I hope most agree with this), we don't need separate options for animation and sound-effects, one "joint" aesthetic option is perfectly fine but some of those options should have much more effort put into the sound portion rather than the animation portion. That is that some aesthetic option would have a very minimal animation but great sounds, a.k.a all the sonic based aesthetic options.

Hmm, having written that out a thought hit me, why not having the sound effects implicitly chosen by the combination of weapon, emanation point and animation? With maybe a few exception.

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Okay, but 'Freeem!' needs to

Okay, but 'Freeem!' needs to be available for all powers.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Okay, but 'Freeem!' needs to be available for all powers.
Be Well!
Fireheart

Frickin A.

Freeem Punch!

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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blacke4dawn wrote:
blacke4dawn wrote:

Empyrean wrote:
Also +1 to any customization, ESPECIALLY chooseable sounds as well as graphics for powers, with a big IF it is not prohibitively difficult and time consuming so that doing it takes time that is needed for more essential things and so bogs down development.
So, maybe a 2 years post launch thing?

Considering that they are completely separating the aesthetics of powers from the mechanics and that every individual animation will have proper sound effects (maybe adjusted for the weapon used) then the basic framework for it is already in place.
As I said (and I hope most agree with this), we don't need separate options for animation and sound-effects, one "joint" aesthetic option is perfectly fine but some of those options should have much more effort put into the sound portion rather than the animation portion. That is that some aesthetic option would have a very minimal animation but great sounds, a.k.a all the sonic based aesthetic options.
Hmm, having written that out a thought hit me, why not having the sound effects implicitly chosen by the combination of weapon, emanation point and animation? With maybe a few exception.

There's the DANGER of certain sounds not fitting a certain power, hence IMMERSION Breaking... so I wouldn't make this Too Flexible.

VisualFX and its SoundFX shouldn't be divorceable, in my opinion. :P

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The whole "Freeem Punch"

The whole "Freeem Punch" thing is just a joke. Don't worry, Izzy, if we even ever have this in the game, they're not going to let us have a machine gun burst sound for a flame thrower or a laserbeam hum for a punch. Give the Devs some credit :P.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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A few comments on some things

A few comments on some things:

1. I believe I said it before but a the very least I am going forward with several sounds per power. Also we should be able to randomize those sounds in subtle (or not if it works with the sound) ways very easily. (Heck. I'm planning on randomizing ALL the sounds in some way.)

2. Power sounds will probably be attached to the animations/actors for many reasons (time, less bugs, etc..) However I should mention that we hope to have as many animations for each powersets as we can accomplish.

3. There will likely be procedural music at least. That much is fairly easy with both our engine and our middleware.

4. Remember: each weapon/power has to have it's own animation, so that brings opportunity to attach a new and different sound. Think trick arrows, different punches, etc. Each of those brings an opportunity to have some randomization as well.

I know I'm not on here much, but please continue to discuss and request sound ideas. You never know when you may think of something that isn't on my or anyone elses radar.

[color=#ff0000]Sound Lead, Bullpen Writer[/color]

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Izzy wrote:
Izzy wrote:

blacke4dawn wrote:
Empyrean wrote:
Also +1 to any customization, ESPECIALLY chooseable sounds as well as graphics for powers, with a big IF it is not prohibitively difficult and time consuming so that doing it takes time that is needed for more essential things and so bogs down development.
So, maybe a 2 years post launch thing?

Considering that they are completely separating the aesthetics of powers from the mechanics and that every individual animation will have proper sound effects (maybe adjusted for the weapon used) then the basic framework for it is already in place.
As I said (and I hope most agree with this), we don't need separate options for animation and sound-effects, one "joint" aesthetic option is perfectly fine but some of those options should have much more effort put into the sound portion rather than the animation portion. That is that some aesthetic option would have a very minimal animation but great sounds, a.k.a all the sonic based aesthetic options.
Hmm, having written that out a thought hit me, why not having the sound effects implicitly chosen by the combination of weapon, emanation point and animation? With maybe a few exception.

There's the DANGER of certain sounds not fitting a certain power, hence IMMERSION Breaking... so I wouldn't make this Too Flexible.
VisualFX and its SoundFX shouldn't be divorceable, in my opinion. :P

That's what I have been saying. By making the choice of sound implicit makes it effectively impossible to not get one that isn't fitting.

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blacke4dawn wrote:
blacke4dawn wrote:

Izzy wrote:
blacke4dawn wrote:
Empyrean wrote:
Also +1 to any customization, ESPECIALLY chooseable sounds as well as graphics for powers, with a big IF it is not prohibitively difficult and time consuming so that doing it takes time that is needed for more essential things and so bogs down development.
So, maybe a 2 years post launch thing?

Considering that they are completely separating the aesthetics of powers from the mechanics and that every individual animation will have proper sound effects (maybe adjusted for the weapon used) then the basic framework for it is already in place.
As I said (and I hope most agree with this), we don't need separate options for animation and sound-effects, one "joint" aesthetic option is perfectly fine but some of those options should have much more effort put into the sound portion rather than the animation portion. That is that some aesthetic option would have a very minimal animation but great sounds, a.k.a all the sonic based aesthetic options.
Hmm, having written that out a thought hit me, why not having the sound effects implicitly chosen by the combination of weapon, emanation point and animation? With maybe a few exception.

There's the DANGER of certain sounds not fitting a certain power, hence IMMERSION Breaking... so I wouldn't make this Too Flexible.
VisualFX and its SoundFX shouldn't be divorceable, in my opinion. :P

That's what I have been saying. By making the choice of sound implicit makes it effectively impossible to not get one that isn't fitting.

Sorry, forgot to put a +1. ;)

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Izzy

[quote=IzzySorry, forgot to put a +1. ;)[/quote]
Ahh ok. Thought it was strange that someone could misread my post that badly, nice to know it was just a simple omission.

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Revolution wrote:
Revolution wrote:

A few comments on some things:
1. I believe I said it before but a the very least I am going forward with several sounds per power. Also we should be able to randomize those sounds in subtle (or not if it works with the sound) ways very easily. (Heck. I'm planning on randomizing ALL the sounds in some way.)
2. Power sounds will probably be attached to the animations/actors for many reasons (time, less bugs, etc..) However I should mention that we hope to have as many animations for each powersets as we can accomplish.
3. There will likely be procedural music at least. That much is fairly easy with both our engine and our middleware.
4. Remember: each weapon/power has to have it's own animation, so that brings opportunity to attach a new and different sound. Think trick arrows, different punches, etc. Each of those brings an opportunity to have some randomization as well.
I know I'm not on here much, but please continue to discuss and request sound ideas. You never know when you may think of something that isn't on my or anyone elses radar.

Hmmm... Interesting.

So, in a sense a Dev TAG's a certain SoundFX with multiple Style types?
- Burning Style
- Corrosive Acid Style
- Freezing Style
- etc...???

And the player can only choose a SoundFX for a certain VisualFX, from the Dev designated Styles?

No wait, that might not work well. :/
SoundFX are a certain length. Its not like you can Speed up or slow down a sound to make it fit other VisualFX's with varying animation lengths. :/ Well, without making it sound like the Chipmunks! ;)

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Izzy wrote:
Izzy wrote:

Revolution wrote:
A few comments on some things:
1. I believe I said it before but a the very least I am going forward with several sounds per power. Also we should be able to randomize those sounds in subtle (or not if it works with the sound) ways very easily. (Heck. I'm planning on randomizing ALL the sounds in some way.)
2. Power sounds will probably be attached to the animations/actors for many reasons (time, less bugs, etc..) However I should mention that we hope to have as many animations for each powersets as we can accomplish.
3. There will likely be procedural music at least. That much is fairly easy with both our engine and our middleware.
4. Remember: each weapon/power has to have it's own animation, so that brings opportunity to attach a new and different sound. Think trick arrows, different punches, etc. Each of those brings an opportunity to have some randomization as well.
I know I'm not on here much, but please continue to discuss and request sound ideas. You never know when you may think of something that isn't on my or anyone elses radar.

Hmmm... Interesting.
So, in a sense a Dev TAG's a certain SoundFX with multiple Style types?
- Burning Style
- Corrosive Acid Style
- Freezing Style
- etc...???
And the player can only choose a SoundFX for a certain VisualFX, from the Dev designated Styles?
No wait, that might not work well. :/
SoundFX are a certain length. Its not like you can Speed up or slow down a sound to make it fit other VisualFX's with varying animation lengths. :/ Well, without making it sound like the Chipmunks! ;)

I think that was the point of Revolution's Point #2, each visual effect has one or more available audio effects that work with duration, theme, etc.

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Foradain wrote:
Foradain wrote:

Izzy wrote:
Revolution wrote:
A few comments on some things:
1. I believe I said it before but a the very least I am going forward with several sounds per power. Also we should be able to randomize those sounds in subtle (or not if it works with the sound) ways very easily. (Heck. I'm planning on randomizing ALL the sounds in some way.)
2. Power sounds will probably be attached to the animations/actors for many reasons (time, less bugs, etc..) However I should mention that we hope to have as many animations for each powersets as we can accomplish.
3. There will likely be procedural music at least. That much is fairly easy with both our engine and our middleware.
4. Remember: each weapon/power has to have it's own animation, so that brings opportunity to attach a new and different sound. Think trick arrows, different punches, etc. Each of those brings an opportunity to have some randomization as well.
I know I'm not on here much, but please continue to discuss and request sound ideas. You never know when you may think of something that isn't on my or anyone elses radar.

Hmmm... Interesting.
So, in a sense a Dev TAG's a certain SoundFX with multiple Style types?
- Burning Style
- Corrosive Acid Style
- Freezing Style
- etc...???
And the player can only choose a SoundFX for a certain VisualFX, from the Dev designated Styles?
No wait, that might not work well. :/
SoundFX are a certain length. Its not like you can Speed up or slow down a sound to make it fit other VisualFX's with varying animation lengths. :/ Well, without making it sound like the Chipmunks! ;)

I think that was the point of Revolution's Point #2, each visual effect has one or more available audio effects that work with duration, theme, etc.

You are right. My mind was wondering at the different possibilities, thats including possibly fading out (instead of Clipping) longer audioFX. That might be much more work, If it was even acceptable. ;)

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Freem Punch! Freem Kick!

Freem Punch! Freem Kick! Freem Headbutt!

Also, Freem Arrow and Automatic Freem-gun!

Freem Sword and Shield.

But, most importantly, the Titanic Three-handed Freemcicle! (Watch out for the brain-freeze.)

Be Well!
Fireheart

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Can we get "Yoga FREEM!" and

Can we get "Yoga FREEM!" and "FREEM muppetcut!" and "FREEEEEM-duken!" and of course you want the Chun Li "FREEM!FREEM!FREEM!FREEM!FREEM!...."

R.S.O. of Phoenix Rising

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Revolution wrote:
Revolution wrote:

A few comments on some things:
1. I believe I said it before but a the very least I am going forward with several sounds per power. Also we should be able to randomize those sounds in subtle (or not if it works with the sound) ways very easily. (Heck. I'm planning on randomizing ALL the sounds in some way.)
2. Power sounds will probably be attached to the animations/actors for many reasons (time, less bugs, etc..) However I should mention that we hope to have as many animations for each powersets as we can accomplish.
3. There will likely be procedural music at least. That much is fairly easy with both our engine and our middleware.
4. Remember: each weapon/power has to have it's own animation, so that brings opportunity to attach a new and different sound. Think trick arrows, different punches, etc. Each of those brings an opportunity to have some randomization as well.
I know I'm not on here much, but please continue to discuss and request sound ideas. You never know when you may think of something that isn't on my or anyone elses radar.

Wow...

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Radiac wrote:
Radiac wrote:

Can we get "Yoga FREEM!" and "FREEM muppetcut!" and "FREEEEEM-duken!" and of course you want the Chun Li "FREEM!FREEM!FREEM!FREEM!FREEM!...."

[i]* pulls out a minigun and spins it up.[/i]
FREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEM

[i]Has anyone seen my mind? It was right here...[/i]

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I want a straw that goes

I want a straw that goes FREEM!

And if we get "mouth sounds" we'll naturally need weapons that go (say?), "Freem!"

"Freem!" "Freem!" "Freem!" "Freem!" "Freem!" "Freem!" "Freem!" "Freem, y'all." "Freem!" "Freem!" "Freem!"

- - - - -
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There should also be Musical

There should also be Musical Freem! So we can Freem in scales and harmony. Freem Christmas Carols!

Oh gods, what have I done? Oh, nevermind. Freem on!

Be Well!
Fireheart

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You are already Freeeem.

You are already Freeeem.

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Fireheart wrote:
Fireheart wrote:

There should also be Musical Freem! So we can Freem in scales and harmony.

[i]* makes a towering sculpture out of mashed potatoes.[/i]

[code] Freem
Freem
Freem
Freeeeeem
Freem[/code]

[i]Has anyone seen my mind? It was right here...[/i]

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Fireheart wrote:
There should also be Musical Freem! So we can Freem in scales and harmony.
* makes a towering sculpture out of mashed potatoes.
[code] Freem
Freem
Freem
Freeeeeem
Freem[/code]

The response comes back:

[color=red][size=45]FREEM![/size][/color]

(Edited to restore Lin's score)

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Foradain wrote:
Foradain wrote:

(Sorry, Lin, I'm not sure how to do justice to your Freem score. Adding the dotted line was the best I could do)

Use the [code] tag.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Foradain wrote:
(Sorry, Lin, I'm not sure how to do justice to your Freem score. Adding the dotted line was the best I could do)

Use the [code] tag.

Ah, thanks. ^_^

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Ah. Caveat on my #4: When I

Ah. Caveat on my #4: When I say randomization it may cause confusion to some. I don't mean a totally different sound, but subtle random differences to the original sound. For example a normal brawl punch may sound slightly different each time you throw it (at the very least in volume and pitch). Subtle is the stressed word here. Enough of a difference to notice if you listen, but not enough to make it sound like your doing something completely different. Think slight variations of footsteps. That kind of thing. That way it doesn't get stale on your 75th character build. My goal is to do this with almost all the sounds.

*Is pondering what pitch Freem would be. Sounds a bit metallic in my head. Maybe a Freem anime sword clash type thing... ;)

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Revolution wrote:
Revolution wrote:

Ah. Caveat on my #4: When I say randomization it may cause confusion to some. I don't mean a totally different sound, but subtle random differences to the original sound. For example a normal brawl punch may sound slightly different each time you throw it (at the very least in volume and pitch). Subtle is the stressed word here. Enough of a difference to notice if you listen, but not enough to make it sound like your doing something completely different. Think slight variations of footsteps. That kind of thing. That way it doesn't get stale on your 75th character build. My goal is to do this with almost all the sounds.
*Is pondering what pitch Freem would be. Sounds a bit metallic in my head. Maybe a Freem anime sword clash type thing... ;)

So these "random" difference are procedural within fairly narrow limitations?

For another one. I am certain that you will take the material into account for the environment so it sounds different when running on metal vs. dirt vs. asphalt and so on. Can that be extended to characters in an efficient way?
If you do it similar to CO where you set the "material" of the item then I don't see it as that big of job.

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blacke4dawn wrote:
blacke4dawn wrote:

So these "random" difference are procedural within fairly narrow limitations?
For another one. I am certain that you will take the material into account for the environment so it sounds different when running on metal vs. dirt vs. asphalt and so on. Can that be extended to characters in an efficient way?
If you do it similar to CO where you set the "material" of the item then I don't see it as that big of job.

Should be simple...

ex:

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Hmm, looks interesting.

Hmm, looks interesting. Hopefully it won't be too much work in setting up the dynamic materials assignments needed for it to properly work.

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Actually what Izzy just

Actually what Izzy just showed us is the easy part. It is definitely not that hard to implement. I am not sure if our middleware handles this easier (I have my assumptions that it does, but haven't dove into that particular rabbit hole yet...), but the engine itself is pretty straightforward. Not completely straightforward to me yet, but it at least seems to be so far.

Procedural music will be harder than any sound effects just for the fact that the entire score has to be done in small pieces and larger themes that can stitch together at the whim of the player. Definitely harder on the composer.

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Revolution wrote:
Revolution wrote:

*Is pondering what pitch Freem would be. Sounds a bit metallic in my head. Maybe a Freem anime sword clash type thing... ;)

Start with an unholy mating of a light saber and a Gundam Beam Saber and go from there.

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Revolution wrote:
Revolution wrote:

Procedural music will be harder than any sound effects just for the fact that the entire score has to be done in small pieces and larger themes that can stitch together at the whim of the player. Definitely harder on the composer.

Ohh, i recall Unity 5 adding this: (video doesnt show Smooth transitions, well.. just from Orange to Green, but its possible)

If i recall, Unreal Engine 4 also uses F-Mod Studio?!?
Similar results might be possible. ;)

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Yeah. The new tools and

Yeah. The new tools and engine availability has made proocedural sound easier for sure. It does take a lot of planning and extra wok, not to mention the possibility of a lot more music being created. I can totally see us using procedural music in the zones at the very least to denote neighborhood transitions, threat levels, etc... It would be much more fun than static neighborhood music like we had in COH.

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Revolution wrote:
Revolution wrote:

...It does take a lot of planning and extra [color=red][I]wok[/I][/color], not to mention the possibility of a lot more music being created...

Just make sure none of it gets burned. Keep stirring!

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Revolution wrote:
Revolution wrote:

Yeah. The new tools and engine availability has made proocedural sound easier for sure. It does take a lot of planning and extra wok, not to mention the possibility of a lot more music being created. I can totally see us using procedural music in the zones at the very least to denote neighborhood transitions, threat levels, etc... It would be much more fun than static neighborhood music like we had in COH.

[youtube]hz-KwtKRBUY[/youtube]

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Foradain wrote: Revolution
Foradain wrote:

Revolution wrote: ...It does take a lot of planning and extra wok, not to mention the possibility of a lot more music being created...Just make sure none of it gets burned. Keep stirring!

And now you know what our audio middleware is. Don't laugh. I can stir fry up power sounds in a jiffy.

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Contractually obligated

Contractually obligated "freem" statement.

Please be sure to add "Quack" sound effects for my Duck blaster. And please do not skimp on the fish budget, I'd prefer my Carp melee to have an effective "slap" and "thwok" to accompany a school of carp melee options.

Thank you.

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I know this sounds funny but

I know this sounds funny but with the game already having decoupled the visual of the power, I would truly prefer if the sounds of a particular power be linked to the type of damage it is dealing.

This way I can tell what kind of attack I'm being hit with and if its a damage type i'm weaker against i'll us more caution. This will especially help the colorblind.

Crowd Control Enthusiast

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JayBezz wrote: I know this
JayBezz wrote:

I know this sounds funny but with the game already having decoupled the visual of the power, I would truly prefer if the sounds of a particular power be linked to the type of damage it is dealing.

This way I can tell what kind of attack I'm being hit with and if its a damage type i'm weaker against i'll us more caution. This will especially help the colorblind.

Think that would actually be a step down since the same sound would not be appropriate for each aesthetic representation of that power.

Prime example used by MWM is the Burning set. They've said that it could easily have animations for fire acid and radiation, probably a few others as well. Seriously doubt that there is one sound that would fit them all, especially when you consider that there'll probably be a few of different ones each for fire acid and radiation respectively.

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Just because the power

Just because the power framework is called "burning" doesn't mean each version of that framework uses the same damage type (i know this from talking to the devs)

And I'm not talking about using the exact same sound but if it's electrical adding a small audible cue to clue me in is definitely needed. It can have a main sound for the animation (whoosh, or splash, or impact, or slice) and still have the option of added sound FX for the mechanics portion (crackling heat, buzz of electricity, whistles of psychic/soul/magic)

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blacke4dawn
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JayBezz wrote: Just because
JayBezz wrote:

Just because the power framework is called "burning" doesn't mean each version of that framework uses the same damage type (i know this from talking to the devs)

Then either I haven't read up on it enough or completely missed parts of it.

My impression was that I choose a power set (burning), choose one power from it and then choose one aesthetic of either fire acid radiation or what ever, but the power itself is mechanically identical (including damage) regardless of what aesthetic choice I make.

Now you're saying that I either have to choose an "acid power" to have an acid aesthetic or that it implicitly makes that choice for me when I choose an acid aesthetic?

Foradain
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How about a choice (on the

How about a choice (on the receiving player's side) of an audible or visual cue?

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JayBezz
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Foradain wrote: How about a
Foradain wrote:

How about a choice (on the receiving player's side) of an audible or visual cue?

I think aesthetic decoupling requires as many cues as possible so the end user can tell what's happening without reading the combat logs

If a "beam" can be heat energy or electic energy.. i need as much help as I can on first glance figuring that out. Sound is a great cue that can be easily identified without taking focus away from where the player is actively viewing on screen

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Cybin Monde
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What with everything that's

What with everything that's happening now, i thought it would be worth reminding us all of this wonderful idea and thread, so...

[b]BUMP[/b]

Until after now...