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General Sonic Discussion (75 posts)
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User is offline Apr 03 2010 10:36 PM
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Fuck.
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29 years old
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February 17, 1986
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The olbie treated like a noobie.

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  1. In Topic: Music Remastered

    25 September 2009 - 04:15 PM

    Since this project is already not open sourced or GPL, just use the FMOD audio library. It's free to use for non-profit projects. That library will provide all of the audio handling the game needs and has built in low pass filters (Occlusion, Obstruction) that can be used for underwater effects.

    As for space stuff, use high pass filters (also in FMOD) so that the sound can still be heard but sounds very thin and distant.
  2. In Topic: Sound Effects

    24 September 2009 - 03:58 PM

    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.
  3. In Topic: Music Remastered

    23 September 2009 - 08:53 PM

    Just add a 2 pole low pass filter to the sound engine. When Sonic is under water, enable the filter for all sound output. You could add a 4 pole bandpass for neat effects while in space. Doing so eliminates the need for separate sound tracks.
  4. In Topic: Sound Effects

    23 September 2009 - 05:57 PM

    QUOTE (Canned Karma @ Sep 23 2009, 06:04 AM)
    QUOTE (Oneki Kai @ Sep 22 2009, 08:57 PM)
    I have trouble with the music too. So far it's just been a matter of posting something and getting a thumbs up or down. The management for this project needs to decide what they want and spell it out in a place that I don't have to dig forty pages to find.


    I've spelled it out three times already. The last time I did I even gave bullet points for those still not understanding.

    If you didn't see it in the music thread, look harder.


    Gee, you'd think something that important would be posted as a separate topic, even if it cannot be replied to. I said I wouldn't dig for it, so I just won't bother any more.
  5. In Topic: Sound Effects

    22 September 2009 - 09:33 PM

    -edit-

    I really don't recommend real time synthesis. The graphics engine will probably already be a CPU whore.

    Also, for a bit of comic relief: The Alien Ship sample I suggested for the Death Egg at the beginning of the topic was made with the reverb tail for a fart sample from Dungeon Keeper 1.

    Making that sample required:

    -Applying compression to the tail so that it sustains.
    -Bi-directional looping
    -Pitch shifting
    -An LFO set to slight panning
    -Delay
    -Resonant Delay
    -Trim and loop

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