• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 386 387 388 389 390 … 547 Next »
Freelancer Sound and Music.

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (3): « Previous 1 2 3 Next »
Freelancer Sound and Music.
Offline ophidian
06-23-2009, 11:38 AM,
#11
Member
Posts: 1,421
Threads: 68
Joined: Jan 2009

Some new music is being worked on for systems / places without their own stuff like Gallia or expansion systems like some of the Omicrons or Omegas.

*Looks at Kuraine* *looks at his whip*

[Image: rand-back.png]
  Reply  
Offline Altaris
06-23-2009, 11:46 AM,
#12
Member
Posts: 780
Threads: 19
Joined: May 2008

I dont know... i wonder why is actually every single gallic sytem with diferent music, when Liberty, Rheinland, Bretonia and Kusari have same music in all their home systems.

[Image: 101st-banner-captain.png]
Carnage itself flying within void...
Proud cardihead ever since 2008...
You all gonna eat cardi!
...also im a troll, so hate me.
  Reply  
Offline reavengitair
06-23-2009, 12:34 PM,
#13
Member
Posts: 3,399
Threads: 108
Joined: Dec 2008

Quote:Is this... just the regular Liberty space track with an echo effect applied? Is such a subtle change worth increasing the mod size?

Also Gallia music isn't unique to discovery, it's AFAIK unused/cinematic tracks from the campaign.

Im talking about major changes. This is a really small minor change, which I thought of in a few minuites.

Im just talking about... remixing the current ones.
  Reply  
Offline Sprolf
06-23-2009, 03:16 PM,
#14
Member
Posts: 3,052
Threads: 48
Joined: Mar 2009

Well, I am having a composer friend of mine look into making alternate tracks for the houses and such.
As a sort of bonus you can add if you want, to change the music.

I think we all have it memorized by now.


Just as a note, so people know what I'm up to.


(Now I just need to get around to taking many screenshots of each house to send to him...
Bah. I'm procrastinating, I suppose.)

  Reply  
Offline Format C:
06-23-2009, 04:19 PM, (This post was last modified: 06-23-2009, 04:23 PM by Format C:.)
#15
Member
Posts: 42
Threads: 5
Joined: May 2009

I'm a professional audio engineer, and I've done post-production work for several video games (along with movies and tv shows and other things as well), and I gotta tell you guys... this isn't as easy as you want it to be.

I highly recommend just learning to love the music that's already programmed into the vanilla game. Why? Because I almost guarantee that the well-meaning (and talented!) composers and developers who would do all this wonderful work have no idea about concepts such as multi-band compression, and peak-limiting, and things that literally make or break your end product. Imagine having to turn the volume down and up with each new system you fly into, or each base you land on, sometimes even having to turn your speakers off entirely, because the well-meaning composers/programmers didn't know how to limit certain frequencies from coming through, and now our cheapo computer speakers have been blown.

That's just one of MANY examples I could list. I could then go on about how music and sound effects contribute SOOOO much to the ambience of the game, and knowing that the majority of the people who would be involved in this are probably in their 20s or younger, and that demographic tends to love hiphop and electronica and drum n bass and things like that, it's inevitable that THAT is what would be programmed in, and you will lose players. I would probably be one of them. Not because I don't like drum n bass, but because there is a reason why people spend 1000's of dollars per day recording, mixing, remixing, and mastering this type of music. Sorry guys, but Garageband just won't cut it. You're gonna need a Pro Tools HD2 or HD3 rig. Got about $30,000 to drop for this project? That's just the cost of the software and DSP hardware. That doesn't include what a pro engineer is gonna charge you.

Please don't do it. It's a nice idea, it's just not practical for a game that's already been developed and is just being "modified." Save this idea for a completely brand new game that has been created from scratch.

/done
Reply  
Offline ophidian
06-23-2009, 05:18 PM,
#16
Member
Posts: 1,421
Threads: 68
Joined: Jan 2009

I am a professional musician with 6 albums, 3 being sold worldwide, been in the studio with many serious names and engineers for almost a decade and believe me I know what I am doing.

I own 2 studios, 30.000 worth of sound equipment seldomly stationed at my home for my home demo pleasure, worked for TV stuff and corporate sector in means of media before and its not that hard to implement new musics to an already audio engine created game. No need to use Fmod or something, just composing and producing the music. Sound effects is another area that I don't operate in so I will not babble about that but be sure, it is not as hard as it seems. It needs time.

So, for all you concerned about "my" side of things, please don't. The only thing I wouldn't want to talk as if I know would be the mastering since its another field of expertise though I have enough knowledge to create music for Freelancer kinda music quality. (when its about music cds, things differ)

On a side note: If you have a quad core up end PC system, you don't need the Pro Tools HD cards or DSP expansions, it handles the plug ins for 128 channels quite well and without delay / stupid noise / stall.

[Image: rand-back.png]
  Reply  
Offline Format C:
06-23-2009, 05:22 PM, (This post was last modified: 06-23-2009, 05:32 PM by Format C:.)
#17
Member
Posts: 42
Threads: 5
Joined: May 2009

^ You've convinced me... 'nuff said. I just wanted to make sure someone didn't think they'd be able to accomplish this with Garage Band or Sound Forge.

(As a side note, I too have been able to simultaneously record 16 tracks of analog input while also using Waves plugins on almost every track, in the monitor path, while also simultaneously running an 8 channel bus for the headphone mix, and did this ALL on a 003. So yes, having a powerful server of a computer makes a big difference toward not needing a HD rig.)

(Nice to meet another audio pro here!)

Reply  
Offline DeathsOverture
06-23-2009, 05:24 PM, (This post was last modified: 06-23-2009, 05:25 PM by DeathsOverture.)
#18
Member
Posts: 1,126
Threads: 42
Joined: Oct 2008

I believe the last time this came up, an issue was also space. Even with compression, adding new audio is bound to make the mod much larger...

That being said, it'd be an interesting add-on!

[Image: GMG_banner.png]
Reply  
Offline AdamantineFist
06-23-2009, 05:45 PM,
#19
Member
Posts: 2,177
Threads: 28
Joined: Feb 2008

' Wrote:I believe the last time this came up, an issue was also space. Even with compression, adding new audio is bound to make the mod much larger...

That being said, it'd be an interesting add-on!
Luckily, audio is one of those fun, fun, FUN things that can be packaged seperately. Essentially all you need to do is come up with a different set of audio files and replace the ones already there.

[Image: FistShroom.png][Image: OORPShroom.png][Image: bowexbar.jpg][Image: RheinlandShroom.png][Image: BretoniaShroom.png]
[Image: adacopieky9.png]
[Image: frcl.jpg]
  Reply  
Offline ophidian
06-23-2009, 05:52 PM,
#20
Member
Posts: 1,421
Threads: 68
Joined: Jan 2009

Well, spacewise, we would be having some extra weight for sure but FL uses 22.050 mpeg3 codeced pci sounds (its the reason of their terrible sound qualit btw) and they hold really low hd space. I will try to improve the quality as much as I can and I will risk of having like 40-50% more discspace used for it (50 percent seems high but it means like increasing the total size by 20 mb or so:))

HD rig is a rip off for high budget studios, no need:D. Program itself is a masterpiece though especially for editing.

BTW, ever tried using Vienna Symp or East West over a 1 gb amd 5200? It rocks, I managed to make 3 instruments run at the same time before getting a blue screen of death lol.

[Image: rand-back.png]
  Reply  
Pages (3): « Previous 1 2 3 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode