wow... sounds complex enough. I'll learn when I'm 89000. Lolololololololol!
On 7/6/07, Thomas Ward [EMAIL PROTECTED] wrote:
Hi Andy,
I could show you code how to load and play a wav file, butI don't have a
clue how to actually do sound generation in code.
To do sound generation like in
,
damien
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 06, 2007 1:50 AM
Subject: Re: [Audyssey] question about sounds
Hi Damian,
Well, there are some effects you just can not create on your own like
explotions
.
Phil
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 05, 2007 9:46 PM
Subject: Re: [Audyssey] question about sounds
Hi,
I don't want you to think that making all sound effects is easy. It
really depends
Hi Phil,
Actually, if memory serves me correctly the electric razer and bowl was
used to make the Star Wars speaders.Not the light sabers. The sabers
have a low hum to them like old tubes where the speaders have that winy
razer sound only sped up allot.
In any case those guys over at Skywalker
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
]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 05, 2007 8:50 PM
Subject: Re: [Audyssey] question about sounds
Hi Damian,
Well, there are some effects you just can not create on your own like
explotions as none of us really have the material to make them. In such
a case I would
Yeah, if memory serves, the hum of the lightsaber was actually the hum
of a film projector runthrough some sort of sound filter. I found that
interesting. Also, there was a time when I didn't know Chubaka was, in
fact, played by a person. There was another sound filter in that case,
and boy
Hi list,
H. 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
My husband has the hardware used to make the sound effects for Forbidden
Planet. It can be yours for a price...a very large price.
Kathy Seven Williams
http://kseven.blogspot.com (New 6/8/07)
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To
hey does anyone know how to write it all out in code and stuff? It's
gotta be better than goldwave; it can do anything if you just tried.
Of course, just want to know how to do it; probably wont d it, either
wont do it till I'm 3000, or wont do it at all. Lol!
On 7/6/07, Kathy Seven Williams
Hi Andy,
To be honest hear I think you should just focus on making wav files by
editing sounds or buying them for the moment. What you are attempting to
do is extremely complex and I am not well versed in that area myself.
As a game developer i just record natural sounds and then use goldwave
Hi Andy,
I could show you code how to load and play a wav file, butI don't have a
clue how to actually do sound generation in code.
To do sound generation like in Mario Brothers, Double Dragon, etc back
in the day that all games did that is extremely complex code, and has
largely fallen out of
the effects are the ones you create or buy.
then you mix them up using dsound or dshow in the game.
regards,
damien
- Original Message -
From: Andy Smith [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Thursday, July 05, 2007 12:43 AM
Subject: [Audyssey] question about sounds
Hi
Hi andy,
Generally, speaking the game effects you hear are wav file recordings
which are played back and positioned accordingly by DirectSound.
For example, to make the sound of a thunder storm in a game just record
the sound of it raining somewhere, use Goldwav to edit it the way you
like,
@audyssey.org
Sent: Thursday, July 05, 2007 6:02 PM
Subject: Re: [Audyssey] question about sounds
Hi andy,
Generally, speaking the game effects you hear are wav file recordings
which are played back and positioned accordingly by DirectSound.
For example, to make the sound of a thunder storm in a game just
Hi Damian,
Well, there are some effects you just can not create on your own like
explotions as none of us really have the material to make them. In such
a case I would just buy or copy one.
However, you might me amazed of the hundreds of effects you can make at
your own home with no cost.
oo cool... thats cool. I always thought that you had to use all this
software and tinker with .wav files and do all kinds of complicated
stuff to create cool effects.
On 7/5/07, Thomas Ward [EMAIL PROTECTED] wrote:
Hi Damian,
Well, there are some effects you just can not create on your own
Hi,
I don't want you to think that making all sound effects is easy. It
really depends on the effect required. Some are very easy, and others
are somewhat difficult.
For example, for a space station or lab you might want to record your
home air conditioner unit, alter it some in Goldwave, and
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
Hi I know you have to use DirectSound, but how do you create the effects?
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