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Freesound project initial release


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#1
kamal_

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Roughly 2500 sound effects taken from freesound.org (all sound on freesound is Creative Commons licensed), and converted for nwn2 use.

Filenames are not always descriptive, since the original names often had to be shorted to fit the 16 character limit.

The original thread is here: http://social.biowar...3/index/9102694

There are four groups of a roughly equal number of sound files.
dl.dropbox.com/u/3879894/freesound_1.7z
dl.dropbox.com/u/3879894/freesound_2.7z
dl.dropbox.com/u/3879894/freesound_3.7z
dl.dropbox.com/u/3879894/freesound_4.7z

Thanks to Tchos for the info on encoding!

Modifié par kamal_, 07 octobre 2012 - 03:49 .


#2
kamal_

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I've categorizws the blueprints (the UTS files). You can replace the UTS files in what you've downloaded above with these. (the blueprints link will stay updated even if I don't post a "new" link, as I back up regularly)

dl.dropbox.com/u/3879894/freesound_blueprints.7z

Categories, all are under the Freesound.org category:
Background and Ambient: similar to the default  Background category, plus sounds that make for good area wide ambient sound
Cave: sounds most likely to be found in caves, thinks like rubble.
Chatter: Same as default, sound for groups of people, crowds etc
City & Town: same as default, most useful for placing in cities/towns, generally the sound of work being done
Creatures: same as default, creatures, animals, birds, vermin
Dungeon or Creepy Sound: sounds most likely to be used for dungeons or creepy effects.
Environmental: same as default, sounds of water, fire etc.
Human Vocalization: individuals speaking, coughing, etc.
Instruments and music: both single notes being played, and melodies
Modern Day House: sounds from real life, lawnmowers, microwaves and such
Sci-Fi sounding SFX: hopefully self explanatory
Short SFX like clicks or beeps: brief sounds for use as button presses or the like.

If someone was going to make a "curated" pack, as had been suggested, the prime places to look for extraneous sounds would be the Sci-Fi, Modern Day House (both these categories could be removed with little effect for most builders), Creature sounds (there are tons of bird sounds), Environmental water (lots of water sounds), Instruments (lots of single note sounds) and the Background and Chatter categories (these two categories have many of the larger files).

Modifié par kamal_, 03 juillet 2012 - 12:15 .


#3
rjshae

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Holy cr@p, that's humongous! There's a lot of useful stuff in here... plus a fair amount of somewhat useless crud. :whistle: Good idea though.

Modifié par rjshae, 14 juin 2012 - 02:17 .


#4
kamal_

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I'm sure there is indeed at least some useless crud in there. :) I didn't inspect everything for quality, and figured even if I couldn't think of an obvious use someone might find use in the crud. There's no need to include every one of these if you only need a few of course. I wanted to give everyone the option of a larger pallets of sound to work from, because I'm sick of hearing the same four bird chirps over and over for instance ;)

#5
rjshae

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Maybe it can be split into two groups: a smaller, edited bundle (perhaps ~20-30% of the content) that is of high quality and relevant for many fantasy-style campaigns, and the other not so much?

#6
PJ156

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Hello Kamal_

Thanks for doin this, the time is much appreciated. I hope to get involved once I ahve my mod out of the way.

I use freesound a lot so this is useful stuff. I too have had enough of the birdsounds :)

PJ

#7
kamal_

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rjshae wrote...

Maybe it can be split into two groups: a smaller, edited bundle (perhaps ~20-30% of the content) that is of high quality and relevant for many fantasy-style campaigns, and the other not so much?

I don't think I will be making a curated bundle. Making this was time consuming enough. I will keep making updated blueprints classifying things as I use sounds myself. The "SFX" classified blueprints are generally more sci-fi sounding. "Bleeps, bloops, and bongs" are very short, and often sci-fi, they would be used for things like the sound of hitting something.

If someone wants to take the time to do so, go for it! (just share the blueprints please :) )

Modifié par kamal_, 15 juin 2012 - 01:30 .


#8
PJ156

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I have the last batch and will put an hour in over the weekend. Some good stuff in there.

So you want me to rename to the rules above, recategorize then export the blurping back to you for batching up?

There is a lot of guff in there so I will just do the ones that I think are worthwhile to begin with?

It that what you are looking for Kamal_?

PJ

#9
kamal_

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I think just doing the classification property really should be enough/the priority (since it sorts things out pretty well). Doing more descriptive "localized name" for blueprints that don't already have a descriptive name (remember to keep the beginning number) would be above and beyond.

Yes, just export the blueprints and post here, I can override mine with ones you've done.

Do whatever ones you want!

#10
PJ156

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I'm being a numpty I am sure Kamal_ but I can't hear these in the toolset.

I have loaded the module and put the sound files into the override. The sounds are there, that is fine but they do not play offf the sound object.

I have tried to associate the sound with a new blueprint created from stock. Again I can play the sound in preview but not off the sound object.

Any thoughts?

PJ

Modifié par PJ156, 17 juin 2012 - 07:56 .


#11
kamal_

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PJ156 wrote...

I'm being a numpty I am sure Kamal_ but I can't hear these in the toolset.

I have loaded the module and put the sound files into the override. The sounds are there, that is fine but they do not play offf the sound object.

I have tried to associate the sound with a new blueprint created from stock. Again I can play the sound in preview but not off the sound object.

Any thoughts?

PJ

Incorrect encoding. I had tested the first batch and did find a few that didn't play ingame. Since most did I batch encoded the rest.It's entirely possible I broke something during the encoding since the nwn2 engine is extremely picky about sound encoding. I have the original sounds though, so re-encoding can be done. That would fix the problem without necessitating new blueprints.

#12
PJ156

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Can I do it from my end?

I am still working on how the most efficent way to do this is going to be. Its s slog whichever way I do it but is it easier to copy a blueprint from the area say environment wooden, then attach a sound I previewed in windows or open your premade blueprints and reasign the classification, which to me are no expecially inuitive.

Anyways, are you saying that some may well work and I have not found the ones that do yet or do you think the whole 16 - 20 batch may be problematic?

PJ

#13
kamal_

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PJ156 wrote...

Can I do it from my end?

I am still working on how the most efficent way to do this is going to be. Its s slog whichever way I do it but is it easier to copy a blueprint from the area say environment wooden, then attach a sound I previewed in windows or open your premade blueprints and reasign the classification, which to me are no expecially inuitive.

Anyways, are you saying that some may well work and I have not found the ones that do yet or do you think the whole 16 - 20 batch may be problematic?

PJ

It's possible the whole batch were encoded incorrectly, though I worked out an encoding process that worked before batch encoding. That wouldn't affect blueprints though.

#14
kamal_

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Updated: Categorized hundreds of blueprints that were not previously categorized. Recategorized some that were incorrectly categorized.

There are some really great dungeon ambience noises and generic human chatter.

Modifié par kamal_, 02 juillet 2012 - 12:28 .


#15
kamal_

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Update: all sounds have been categorized. I've updated the second post of this thread with the link to the blueprints, as well as descriptions of the various categories of sounds.

#16
Tchos

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So, what did you use to convert them? I've converted a sound files successfully for the toolset with MP3toBMU, using the "rename .wav" option, and making sure to start with MP3s set to 96KBps mono.

#17
kamal_

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Tchos wrote...

So, what did you use to convert them? I've converted a sound files successfully for the toolset with MP3toBMU, using the "rename .wav" option, and making sure to start with MP3s set to 96KBps mono.

I used the Switch Sound File Converter, which was used previously by people to make nwn2 sounds. www.nch.com.au/switch/index.html

It can batch convert, which was obviously necessary. I have the original files, which are in a variety of formats (not many are mp3 to start with and bitrates. I can make a selection of the original files available (too large to put the whole thing on dropbox) if you want to experiment.

#18
Tchos

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Well, the program I mentioned (MP3toBMU) also does batch conversions, and it's the only one I've used and know to work. I have several other freeware sound converters that can batch convert just about any file to an MP3 of the required settings (WinFF is a good all-purpose one). Go ahead and put a small subset out there for me, and I'll report the results.

#19
kamal_

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Tchos wrote...

Well, the program I mentioned (MP3toBMU) also does batch conversions, and it's the only one I've used and know to work. I have several other freeware sound converters that can batch convert just about any file to an MP3 of the required settings (WinFF is a good all-purpose one). Go ahead and put a small subset out there for me, and I'll report the results.

A test batch of sounds in wav format, and blueprints. These are from my testing area, so there are a lot of extra blueprints. The blueprints link in the second post has a complete blueprint set.
dl.dropbox.com/u/3879894/test_sounds.7z

If you get it working, please post the exact steps, because this has been frustrating me and I was never able to find a step by step tutorial. :crying:

Modifié par kamal_, 07 octobre 2012 - 12:11 .


#20
Tchos

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Okay, I did a few.  There are only a couple of steps, really.
  • Get WinFF.
  • Drag your sound files into it, and use the settings shown here (Bitrate: 96, Channels: 1).  Hit the "Convert" button.
  • Get MP3toBMU.
  • Navigate it to your mp3s and select them all.
  • Make sure your screen looks like this screenshot ("rename .wav" selected), and then hit the button.
  • Serve hot.
This video shows some of the sounds in action.

Modifié par Tchos, 07 octobre 2012 - 02:52 .


#21
kamal_

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Re-encoded, and everything in my testing area seems to work. Uploaded to dropbox, link in first post. Will upload to Nexus pending a question for them because of the license the freesound.org stuff is under ( a Creative Commons license ).

Modifié par kamal_, 07 octobre 2012 - 05:05 .