Hi list, Hmmmm. If anyone's got Audition, and goldwave, and soundforge (installing right now...), modifying the frequencies in Audition for the generate|ddtmf signals, and setting that group of radio buttons to custom. Then type in random numbers in the boxes with numbers, and in the dial string box type wh numbers you want. For example, number1 can be 100, 2 can be 200 etc. Now lets say 0 is 1000, andd you wanted to put 1234567890 to create a sound just in the dial string box type: 1234567890. You can mix it up too like: 03215499876123109499867 or something. Then save it, and use goldwave and soundoforg3e and audition to and perhaps audissaty to do dirty work for you. I need some help guys, where can I get good DirectX plug ins? I am mainly looking for some good ones for free but of course nothing's really good for free, so I'll take suggestions for pretty much anything.
On 7/6/07, Thomas Ward <[EMAIL PROTECTED]> wrote: > Hi Andy, > What amazes me is back in the Atari, NES, and classic days of gaming all > sound effects were made by creating formulas to change wav lengths etc. > I mean they did music, sounds, and all that by code alone. > Now days, if you want a sound record it on a tape recorder, computer, or > other device, edit it with Goldwav, Soundforcge, and away you go. > You want a fire record it in your home fire place, and then you can use > it fora burning truck, tank, fire place, whatever. It's as easy as that. > In the absents of real fire you can crackle wrapping paper etc and then > modify it to sound something like fire, but it isn't quite the same > effect. Either way I'd do it that way than make formulas to try and > give a fire effect in my game. > > > Andy Smith wrote: > > well I knew that not everything's easy, I was just pointingg out that > > that I never really thought about creating stuff that way, what I did > > to start with just to play around with is to go into goldwave, create > > a new file, go to tools|expression evaluator. Type in syn(3200*t) in > > that format, you'll get a tone. However you can do ootles of stuff > > with it, I managed to create very interesting and creepy results, with > > pitch control, and I turned it into some wacky drum beat, which I > > deleted, darn! It needed a lot of work though, so I fired up Audition > > and generated white noise. Then I mixed both the sounds together with > > goldwave's mix command, and used a dopler from audition. Came out > > freaky. I deleted it though to save myself from doing very nasty stuff > > with that file. My point is that nothing's easy, just like you said > > tom. Now I gonna play with audition right now. Just to play around > > with. > > > > > _______________________________________________ > Gamers mailing list .. [email protected] > To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > -- Andy, the best audio gamer! Aim: blindguitardude msn: [EMAIL PROTECTED] skype: musicproandy _______________________________________________ Gamers mailing list .. [email protected] To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
