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Re: [Bug-freedink] New sounds


From: Sylvain
Subject: Re: [Bug-freedink] New sounds
Date: Sun, 12 Jun 2016 14:01:57 +0200
User-agent: Mutt/1.5.23 (2014-03-12)

Hi Bas,
1;2802;0c
On Sun, Jan 24, 2016 at 08:40:22PM +0000, Bas Wijnen wrote:
> I made replacement sound effects for Freedink some time ago, and I should
> finally send them to you.
> 
> I've put an archive at http://people.debian.org/~wijnen/dink-sounds.tar.bz2 .
> It contains the sounds from Debian's Freedink package, plus what I made.  All
> the original sounds have their original names, except sword2.wav.  That has
> been renamed to sword1.wav, because it is a swooshing sound and sword2.wav is
> played on hit, while sword1.wav is played on swing.  So I created a new
> sword2.wav and renamed the existing one.
> 
> All the new sounds have been recorded by me, and I release them in the public
> domain, as CC0, and under the same license as Freedink; whichever you prefer.
> 
> I hope you can use this.  Let me know if you have any questions.

First let me apologizes for not getting back to you until now, I had
little time to spend on Dink recently :/


I took a couple hours to test the new sounds you suggested and here
are my comments :

- attack1.wav : this is a grunt that is quite different from the
  original (which is a mix of dragon hawling and magic spreading).
  I don't think it fits.

- axe.wav : this is an interesting sound of an axe or something sharp
  cutting through the air; however this sound is meant for when the
  throwed axe is hitting something, so I don't think it fits.

- burn.wav : hrmm, wut ? :p

- caveent.wav : I think it fits as-is, though how about making it
  fainter with some echo, as it's supposed to be the distant roaring
  of a bonca in the first cave ?

- drag1.wav, drag2.wav : on the contrary these sound distant to me
  while they are used during close-combat. Still they work.

- escape.wav, sel1.wav : those could fit for generic menu sounds, but
  they have many uses
  (https://www.gnu.org/software/freedink/doc/sounds/), so they don't
  fit at all e.g. with the firewall sounds.

- flyby.wav : different from the original, but it fits the DDC gate.
  Given the vibrating texture of the original, I wonder if D-Mods
  reused it for different uses (robots?), so I'm not sure about
  including this one.

- hurt1.wav : this is supposed to be a bonca, come on :P

- hurt2.wav : s/bonca/pillbug/

- knock.wav : I think it fits - in the original this is more a
  fist-knocking rather than a finger-knocking though.

- level.wav : I was pretty sure I had replaced that one, but I
  didnt... I'll include this one just so I remember to redo one like
  the original :)

- nono.wav : this is a valid click sound, and it should be an INvalid
  click sound; I think it's too confusing.

- picker.wav : I tried it and I feel like Dink is spreading something
  solid (rather than pig food :/)

- pig1.wav, pig2.wav, pig3.wav, pig4.wav : they fit for me, nice job.

- quack.wav : nah, we can't harm Dink's flagship victim^Wpet with an
  imitation :P

- save.wav : I like it, would you make it a little more deep/bass ?

- sel2.wav, sel3.wav, select.wav : these are quite different from the
  original but they do their job; they are quite acute/sharp/loud so
  would you tone them down a bit ?
  (To be honest I have the feeling that people won't like the
  difference, complain, and eventually provide a better replacement -
  which is probably good ;))

- snarl1.wav : unused in the original game, but if a D-Mod used it I
  believe they expect something a bit more frightening :P

- snarl2.wav, snarl3.wav : nah

- spell1.wav : I don't really like it (compared to the original), but
  short of another replacement I think I'll include it.

- splash.wav : this doesn't sound like a splash to me

- squish.wav : this is different, still I think it may work. It needs
  to be louder though, I can't hear it behind Dink's "ouch" in-game.

- stairs.wav : I find this one quite nice, do you think you could make
  it shorter (given that the fadedown/fadeup transition during stairs
  is quite fast in the game) ?

- steps.wav : they are used outdoors as 2 Cast members are coming
  nearby ; this is indoor (solid floor) footsteps so this feels
  strange.

- sword1.wav, sword2.wav : I think you got it wrong, sword1.wav is
  about hitting something metallic, and sword2.wav is both for
  something smoother and for picking a small heart.  sword1.wav is
  typically used with the armored knights and their axes (metal
  hitting on metal), and I think your replacement feels like a thud.

All in all I think we can include caveent.wav, drag1.wav, drag2.wav,
flyby.wav, knock.wav, level.wav, pig1.wav, pig2.wav, pig3.wav,
pig4.wav, save.wav, sel2.wav, sel3.wav, select.wav, spell1.wav,
squish.wav and stairs.wav.

Can you let me know if you're willing to make the adjustments I
suggested ?

Cheers!
Sylvain



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