SFX Factory - Other Side: Complete

Exile

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Re: SFX Factory - v0.2.3 (Other Side BGM)

Might have a demo of a new BGM track tomorrow or the weekend, if not then definitely Monday night!

Complete BGM 'Other Side' @ "v0.2.4";

.OGG => now available (gamefile);

:)
 

Cervator

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Good stuff. Other Side is now available in-game!

I'm thinking about setting us up with a utility repo on GitHub for stuff like draft versions of audio or other "parked" stuff that isn't yet / shouldn't be in the main source tree. That would trivialize file sharing and keeping the incremental versions available and organized. Likewise it could hold any higher quality extras we make optional downloads.

What do you think about using something like that? It would just take registering for GitHub and getting Git working, no need to do IntelliJ, Gradle, etc :)
 

Cervator

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New request! Block-to-block impact noises (might be similar to block mining/digging noises?). The railgun is great, but the shower of physics-enabled blocks lacks a little something something when they rain down a hillside or land all around you...

Not actually sure if we can trigger events on physics blocks landing like that, but... yay sfx :)

(also, bump for Exile! Haven't heard from you for a bit!)
 

Exile

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Have been working on some more club orientated music, but have also been casually reading!

So, you want a sound effect that has more 'rain down' on top of the explosion? That's easily done.

Two approaches:

a.) Stereo the image to sound more panned in the left and right direction, have it attached to the original FX.
b.) Have separate sounds trigger for each individual physics block.

Let us know. Also good to note, we will respond to requests as quick as possible but for other bits and bobs we may be working on but not uploading yet, until asked!
 

Cervator

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Hey! Nice to see you pop up again

I might need to poke at begla or the others to see if we can easily trigger onImpact or something, a brief "thunk" there is what I'd love to hear :)

In the meantime I spun up a new GitHub repo to use as storage for misc stuff we don't know where to put yet. Might be a good place to put "in-progress" media stuff if you're up for learning a little Git :D

Also am wondering what's the best way to create really tiny versions of the music (for the applet). Possible to shrink it substantially without sounding terrible, or think it might be better to just outright leave out most the music until the user clicks a "Download fancy music" button inside the game?
 

Exile

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The file size of the audio file is substantially related to the length of the track and the content.

We can reduce file size in said ways:

a.) Use less sounds (content).
b.) Make the tracks only 30 seconds (length).
c.) Render at an even lower bitrate (128kbps instead of standard 160kbps).
d.) MineCraft does the same as above and on top of that has massive breaks in which no audio plays for a long time.
e.) In the options, have options to choose between no music; standard music; high quality music .

Note about 'e.': This also decides the frequency at which songs will play. No music obviously never plays a sound we want this to decrease the buffer load at runtime, standard music follows the formula above and high quality is like a standard .mp3 player loaded with unique tracks directly from the game itself. I'm sure a lot of people would go for 'no music' as they like to play with their own.

For the last point, we can focus on creating a 'theme' melody for the game itself. In which, we can use that melody on any of the reduced methods above, so no matter whether you pick the standard audio or the high quality player the theme of the game remains. The theme shouldn't be playing in every song and also has to be at a standing point to be memorable enough for people to look back and feel nostalgic from the videos. (Much like MineCraft again).

As for Git, what does it entail? We don't generally associate simple GUI's for uploading files, or similar tasks that are the likes, as a learning process unless you mean it has to do with finding the correct class and updating the code in-game.
 

Cervator

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Hmm, wonder if the best option is to just go with a single nice piece for the menu and game start, then leave in small teasers for other pieces at most and just make a really obvious option in the menu to enable the full music package? In addition of course to a "full" download package in the first place.

As for Git & GitHub, you primarily need just one step and it has a very nice guided hosted on GitHub: http://help.github.com/win-set-up-git/

(I suggest using "Run Git from the Windows Command Prompt" for Windows)

So if you sign up for GitHub, install Git, and do the SSH key step (probably the most scary) you're almost done. For work-in-progress and samples you could use the new TeraMisc repo directly (no need to fork) and likely use plain ole simple command line (no need for IDE - tho maybe there are some nice Git utilities for simply managing a few files). That would go something like this:

1) Clone the target repo (easy enough, can provide the exact command) into a work directory - one time
2) Put files in the work directory or just actually work in that directory
3) Use "git add" to mark new/modified files for commits when ready
4) Commit command!
5) Push command!

A nice benefit from that is having different editions readily available, nice activity flow from GitHub, and the files would be in the exact spot we could make the game's "music downloader" grab them from, no code change needed for edition updates :)

An added side benefit is that it would then be easy going from that to a full DevSetup later for when we have a more friendly audio & music pluggable system you could tinker with sfx in-game on your own to get a better feel for things :)
 

Cervator

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Arise chicken! Chicken arise!

I put some of the music/sfx from here in the TeraMisc repo with more details here - wonder if Exile is still around? :)
 
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