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Sound Effects Time to start collecting

#31 User is offline Vincent 

Posted 24 September 2009 - 11:01 AM

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QUOTE (NickAVV @ Sep 24 2009, 12:45 AM)
I found some Sonic R sound effects, and weeded out the ones I thought sounded usable. Let me know what you think?

http://www.box.net/shared/7y2bbt60b7

Includes:
•Ring
•Jump
•Skid
•Splash
•Spindash Charge
•Spindash Release

maybe more, having trouble remembering. wink.png
Thanks for posting, however they sound incredibly dirty!
Are they directly ripped or have been compressed?

#32 User is offline Oneki Kai 

Posted 24 September 2009 - 03:58 PM

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QUOTE (Vincent @ Sep 24 2009, 08:01 AM)
QUOTE (NickAVV @ Sep 24 2009, 12:45 AM)
I found some Sonic R sound effects, and weeded out the ones I thought sounded usable. Let me know what you think?

http://www.box.net/shared/7y2bbt60b7

Includes:
•Ring
•Jump
•Skid
•Splash
•Spindash Charge
•Spindash Release

maybe more, having trouble remembering. wink.png
Thanks for posting, however they sound incredibly dirty!
Are they directly ripped or have been compressed?


The waves were saved as 16 Bit 22KHz but they're only 8 bits in quality. That probably accounts for the "dirt." All of them except the water splash are just recorded Genesis FM sounds.

#33 User is offline NickAVV 

Posted 24 September 2009 - 05:10 PM

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I didn't rip them, I just found them on a website. :P

I attempted to rip sounds from a .cdi of Sonic Adventure that I had lying around, but I couldn't really figure it out.

#34 User is offline Retroman 

Posted 25 September 2009 - 09:39 PM

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Ripped from the Sonic 3D Blast: Flickies' Island PC Demo:
http://www.2shared.com/file/8045933/67ac1e..._Sound_Rip.html

1up Normal Mp3 and 1up Sonic 2 Pitch Ogg:
http://www.2shared.com/file/8046763/2f068e5/9_online.html
http://www.2shared.com/file/8046764/9c94fd46/9_online.html
This post has been edited by Retroman: 25 September 2009 - 10:34 PM

#35 User is offline TmEE 

Posted 26 September 2009 - 05:20 AM

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Comment on the newer games' sounds :

They're either recorded off unmodified MD hardware(sound like shit) or taken from emulator... the goes for sounds sounding like classic sonic ones not something new and unheard in MD games.
reatime synthesis would be the nicest thing, but I don't think one will find the CPU time, nor is up to writing a synthesizer (if customizing one existing is not an option).

#36 User is offline NickAVV 

Posted 26 September 2009 - 03:59 PM

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Okay, this isn't from one of the older games mentioned, but it was clearly done in vein of them. It's the ring sound effect from the end of the Needlemouse teaser, ripped directly from my internal audio:

http://www.wanilla.net/random/ring.wav

:D?

#37 User is offline RedStripedShoes 

Posted 26 September 2009 - 04:24 PM

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QUOTE (NickAVV @ Sep 26 2009, 03:59 PM)
Okay, this isn't from one of the older games mentioned, but it was clearly done in vein of them. It's the ring sound effect from the end of the Needlemouse teaser, ripped directly from my internal audio:

http://www.wanilla.net/random/ring.wav

:D?


Sounds good to me.

#38 User is offline NickAVV 

Posted 26 September 2009 - 05:49 PM

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Playing my clip a little louder in Audacity I noticed I got a tiny bit of extra sound at the beginning. I (or someone) should probably fix that. ;P

#39 User is offline Metal-Geo 

Posted 26 September 2009 - 08:50 PM

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The 'dun' sound (echo?) pretty much goes right through the first half of the entire file. Someone's gonna have to play with the EQs a little to get that away.

#40 User is offline Phos 

Posted 05 October 2009 - 03:02 AM

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I recall reading in an interview relating to this trailer that Sega still has the high quality SFX that were down sampled to make the ones in the game.

What I'm getting at is that the Ring SFX is probably still the same one as it always was. Also, there's a possibility that they might be used in Needlemouse, from which they could probably be ripped.

#41 User is offline Clutch 

Posted 05 October 2009 - 06:32 AM

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I remember certain sound effects from Sonic R being pretty ear-splitting, even straight from the game's audio files. I had the version that shipped without music too, so it was all too obvious during play as well.

I see no problem with using the "SEGA" scream from one of the Collections though. Even Post-Sonic Adventure it was clearly used for nostalgia and is quite probably the same recording they used for the Genesis games with less artifacting.
This post has been edited by Clutch: 05 October 2009 - 06:34 AM

#42 User is offline Compsense 

Posted 09 October 2009 - 09:13 PM

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To see how it would turn out, I did a simple attempt of the "SEEGAA" sound effect.

SEEEEGGAAAAA

More "pure voice" than the previous remaster, which was more synthy - not that I think it's bad (the idea is pretty neat), but I figured I'd at least throw something like this out there with the lot.

#43 User is offline RedStripedShoes 

Posted 09 October 2009 - 09:33 PM

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QUOTE (Compsense @ Oct 9 2009, 09:13 PM)
To see how it would turn out, I did a simple attempt of the "SEEGAA" sound effect.

SEEEEGGAAAAA

More "pure voice" than the previous remaster, which was more synthy - not that I think it's bad (the idea is pretty neat), but I figured I'd at least throw something like this out there with the lot.


The notes are all wrong. It should be G-E, not D-A as you posted. And the feel of the voice, while soothingly ethereal, is jarringly different from the original. In fact, I bet if you sat down a long time Sonic player in front of a TV screen, put a controller in his hand, and showed the animated SEGA logo from Sonic 2 while playing your version instead, the player would be so surprised by the change that the controller would fly out of his hands.

#44 User is offline Compsense 

Posted 09 October 2009 - 10:41 PM

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Ah, fixed the notes, but I dunno about the sound of the choir itself. Of my choices (Altos, Basses, Boys, Sopranos and Tenors) I thought this (Altos) sounded best for it. Are the constinents (or however you spell) too slow, and it needs to be a bit faster, or more staccato-y?

#45 User is offline RedStripedShoes 

Posted 09 October 2009 - 11:52 PM

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QUOTE (Compsense @ Oct 9 2009, 10:41 PM)
Ah, fixed the notes, but I dunno about the sound of the choir itself. Of my choices (Altos, Basses, Boys, Sopranos and Tenors) I thought this (Altos) sounded best for it. Are the constinents (or however you spell) too slow, and it needs to be a bit faster, or more staccato-y?


I think you just need to have multiple choir voices singing at once. Sopranos + Altos may do the trick.

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