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.bam sfx?

 
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planethunter
Lost In Emotion




Joined: 07 Jul 2003
Posts: 258
Location: Éire

PostPosted: Tue Oct 21, 2003 10:43 am    Post subject: .bam sfx? Reply with quote

So I was messing about with notate.exe the other day and I realised that some instruments at very high or very low frequencies kinda sounded like decent .sfx. No honestly, I thought since most "new" .mids sound kinda like weird noises because midi2bam.exe doesn't understand half the right notes because of a lack of a wave table, i'd create the noise on purpose...

This isn't any completely random noise though, I have given some thought to it. Here's a few things I've gathered...

<>The seashore instrument sounds like a radio being tuned in, or tuned out... well you all know what that fuzzy-noisey sound is like.

<>Wierd violin notes at v.high frequencies give a nice-ish whistling sound,
possibly for trains or even a referee's whistle.

<>really low "blobby" sounds, always remind me of valves and pumping action. I already have a "heart-beat" sound that loops ok. Possibly could be used in tense moments, or when the hero is nearly dead.

<>screeching hi-pitched moon tone sounds could be used when a hero wakes from his bed in the morning. I know little details like this are quite wunnessisary, but it adds a little realism to games.

I have a few more such as an earthquake loop, but I only see continuing this libary if you people want me to, after all I hope that some of the sounds would be used in your own rpgs. Any contributions/suggestions would be welcomed, one challenge I hope to face is making speech sfx, no not actual words and phrases that crystal clear, I'm talking about ambient mumbling that could be used inside of rooms with a dozen people in them.

Anyways, tell me what you think of the idea.
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Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Tue Oct 21, 2003 12:54 pm    Post subject: Reply with quote

I've used BAM to make sfx before. It's pretty simple, if you know how to manipulate the sound good enough.
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jabbercat
Composer




Joined: 04 Sep 2003
Posts: 823
Location: Oxford

PostPosted: Tue Oct 21, 2003 1:00 pm    Post subject: Reply with quote

Really? manipulating sounds?

and yes votes for planehunter!
umm Library!!!
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Jazz_Man




Joined: 02 Sep 2003
Posts: 248
Location: My basement.

PostPosted: Tue Oct 21, 2003 2:36 pm    Post subject: Reply with quote

Bck when I was making a game, Quell (never released...), I had this "storming the beach" scene, reminiscent of D-Day... there are lots of different drums, so I found that if you use them all at different notes, and at different tempos, randomly placed through the track, it makes an awesome battlefield effect.

I can't remember for sure, but I think I had a low bass drum or something for a big explosion every now and then...
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Tue Oct 21, 2003 2:39 pm    Post subject: Reply with quote

So, make with the library, already. It sounds like a great idea.
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Shadowiii
It's been real.




Joined: 14 Feb 2003
Posts: 2460

PostPosted: Tue Oct 21, 2003 3:15 pm    Post subject: Reply with quote

Time Flies uses bam FX pretty well. Download it and try it (its a great game anyway)
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Uncommon
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Joined: 10 Mar 2003
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PostPosted: Wed Oct 22, 2003 2:37 am    Post subject: Reply with quote

I don't remember the sound effects in TF, where were they?
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Shadowiii
It's been real.




Joined: 14 Feb 2003
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PostPosted: Wed Oct 22, 2003 5:39 am    Post subject: Reply with quote

On the beach you can hear the tide coming in and out (and I think birds) after you first time travel. Time Travelling also has a sound effect (though it sounds musical)
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Uncommon
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PostPosted: Wed Oct 22, 2003 10:40 am    Post subject: Reply with quote

Oh, right. I remember that now. I actually didn't have sound the first time I played TF, come to think of it...
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Jazz_Man




Joined: 02 Sep 2003
Posts: 248
Location: My basement.

PostPosted: Wed Oct 22, 2003 12:32 pm    Post subject: Reply with quote

Planethunter, if you wanted to make this bam fx library, and you want some help, lemme know, man.
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planethunter
Lost In Emotion




Joined: 07 Jul 2003
Posts: 258
Location: Éire

PostPosted: Thu Oct 23, 2003 9:08 am    Post subject: Reply with quote

Sure, if you want to help fine, any .bams you think would be suitable pm me first and give me a brief description of it. Then if it seems like a good idea you can mail it to me an i'll put in the libary, which will be uploaded to the gamelist in say 4-5 weeks. (which should be plenty of time for contribrutiions to be sent in)

Setu, I do actually remember a few sound effects from the adventures of Hosima, namely the crickets in the background of the opening sequence.
They were pretty good.

If your wondering what i'm working on right now it's a few decent laser fx.
I'm thinking along the lines of really high pitched notes, but on which instrument?
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RPGrealm5
Sir, the Goombas are dancing again!




Joined: 17 Apr 2003
Posts: 354
Location: Sacramento, CA

PostPosted: Thu Oct 23, 2003 9:16 am    Post subject: Reply with quote

I've created bam sfx just a few days ago. I made a little jingle that plays when you open a chest or something that plays when you get hurt and lose health, etc.
It's pertty fun to see how it turns out.
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Sephyroth
Renegade Rebel Redmage
Class A Minstrel



Joined: 04 Feb 2003
Posts: 644
Location: Schmocation

PostPosted: Thu Oct 23, 2003 9:50 am    Post subject: Reply with quote

Interesting... I never thought of TF's time sequence music as a sound effect...

Problem with bam sfx is that they interrupt your main bam.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Oct 24, 2003 1:22 am    Post subject: Reply with quote

Yay1

I've been wanted some sfx for a long time, because I'm too lazy to experiment for myself.
Would it be possible to suppy .not files as well? That way we can intergrate the sfx together, etc.
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planethunter
Lost In Emotion




Joined: 07 Jul 2003
Posts: 258
Location: Éire

PostPosted: Fri Oct 24, 2003 11:26 am    Post subject: Reply with quote

To be honest I just called the .not files the same name, unknowingly overwriting the previous sound effect as I did so. The funny thing is, the .bam file's names were usually changed for some strange reason.

Either that or I just probably thought they were just backups during one
of my late night "holy crap I forgot to do this..." sessions.

So, in short no, unless there is some way of restoring .not files of song, whilest having the original .bam.

Anyhow the libary is coming along nicely, and I think I found a way around the irritating restarting of songs to the beginng when another .bam is played. You show a text box with no actual text and the "show box" option off. Then simply set the text box music to the sfx you want to use.
Use scripting to allow the player to move or do whatever happens whilst the sfx is playing. And finally use the "advance text box" command to get rid of the box. The idea is a little sketchy, so I wouldn't be to surprised if there are at least a few obvious flaws with it.
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