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Free Sound project needs help


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17 réponses à ce sujet

#1
kamal_

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So, I downloaded a lot of sounds from freesound.org, like 2500 or so, and I've converted them for use in nwn2. Everything from clicks to crowd noise to ten minute recordings of nature. They are all Creative Commons licensed.

They're ready to go! Except I'd rather release the pack with placeable sound objects ready to import into the toolset, so people don't have to make their own. The only thing is that's a lot of sound objects to make.

So that's where you (hopefully) come in! If you can open the toolset, you can help. I've already created placeholder sound objects, and I need help filling in the tags and such. I've organized the placeholder sound objects into 20 groups, and I'm looking for help filling in the following information to turn these into usable sound for the community. Taking care of one group should take an hour or two.

600x300http://dl.dropbox.com/u/3879894/freesound_project.jpg[/img]

The localized name, resource name, tag, and template can be cut and pasted from the wav file's name included in the module download. Under "sound", you must click the arrow and go into that field before you can paste the filename over the existing filename. If there's any problem with the sound file, the toolset will let you know. Keep track and let me know, I can re-encode the sound. (I originally encoded them in one big batch, but I've found a few that "didn't take")

I'd ask that you listen to the filename and change it to something descriptive if it's not already, but keep the first number and _, as shown in the picture to avoid duplicates (the initial number is unique). Also, if you could change the "group" under classification to fit the scheme nwn2 uses in general, so the pictured example would be freesound.org|background instead of freesound.org|group1 for instance. Doing so will make it easier for the people who use this to find sounds.

I've made modules with the placeholder sounds all ready to go, and grouped the placeholders into 20 groups, so people can claim a group and we don't have duplicated effort. I've also filled in the information for the first and last numbered sounds in the group (the sounds are numbered numerically), so you know what sound files are in your group.

When you're done, export the sound placeables and post a link. I can then import them and release a complete set including the sounds when they're all done.
600x300http://dl.dropbox.com/u/3879894/freesound2.jpg[/img]

Instead of one sample module to work with that includes every sound (and thus would kill my dropbox account quickly), I made 4 sample modules, only including in each the sounds from the relevant groups. So you can grab the module for the group you pick.

groups 1-5
http://dl.dropbox.co...freesound1-5.7z
groups 6-10
http://dl.dropbox.co...reesound6-10.7z
groups 11-15
http://dl.dropbox.co...eesound11-15.7z
groups 16-20
http://dl.dropbox.co...eesound16-20.7z

Modifié par kamal_, 29 janvier 2012 - 10:12 .


#2
kamal_

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I'm already doing group 1, and I can keep this post updated on who has claimed what groups.

group1: Kamal
group2:
group3:
group4:
group5:
group6:
group7:
group8:
group9:
group10:
group11:
group12:
group13:
group14:
group15:
group16:
group17:
group18:
group19:
group20:

#3
0100010

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How much of what your asking for could be done by a custom program doing a direct edit to the blueprint files? 2500 files is a lot of manual work, that's what computers a re for.

#4
kamal_

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0100010 wrote...

How much of what your asking for could be done by a custom program doing a direct edit to the blueprint files?

All of it, except the classification since you'd have to listen to it for that. Things would work ingame without the classification. I lack the skill to do it via program. If you can and are willing, that would be incredibly helpful.

#5
PJ156

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I will wait for 0100010's response but if it is to be manual I will download a group or two.

Great project kamal_

PJ

#6
kamal_

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For those interested, the 2500 files come in around 800 meg total. A builder wouldn't need to use them all in a module of course. Could always just use a few and include only those in your work.

I am hoping this could become something like a commonly used hak though, like how a number of servers share many haks. So players can download once and use in many places. It's about 15x more placeable sounds than are in the toolset by default

#7
painofdungeoneternal

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look at kivinen's perl tools, they have tools to do that sort of thing. Yes it's not really reasonable to make blueprints manually for all those.

#8
kamal_

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painofdungeoneternal wrote...

look at kivinen's perl tools, they have tools to do that sort of thing. Yes it's not really reasonable to make blueprints manually for all those.

I did... and I'm not a programmer. So both questions answered. :)

#9
Shaughn78

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If it requires manual blueprints I can do a group.

#10
IAmDeathComeForThee

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Awesome project man.  I was thinking of doing something like this myself, although certainly not 2500! :o 

Modifié par IAmDeathComeForThee, 30 janvier 2012 - 02:52 .


#11
kamal_

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ba-dum bump to see if the more programattically inclined have looked at this?

#12
The Fred

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Is the blueprint file format the same as NWN1? I know they had some great info sheets on all the formats they used, though I don't know if I'd be able to find them since they were on the old website. If I understood the file format it probably wouldn't be hard to essentially copy/paste a blueprint and sub in the relevant file name or whatever wherever it's needed - hell I could probably do that. It really needs someone who understands what's going on, though. :-)

#13
NWN DM

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The only sounds I can reliably reproduce are burping and farting. If this fits in the project, please feel free to PM me.

#14
The Fred

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OK, what format are sounds for NWN2?

#15
kamal_

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here's a last bump.

#16
painofdungeoneternal

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still in progress - got hak format in testing and starting to focus on some of the other formats.

#17
kamal_

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yay! You have automated the sound object creation from the wave files? I will happily test.

#18
Happycrow

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Any word on this? I've held off on taking a group primarily b/c I didn't know whether this was going to be handled by means of programmers, or else old-school.