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> BTTF SA Mini Mod Sound Tweaks, I tweaked some of the sounds from the SA minimod.
Rasterwerks
post Mar 13 2010, 10:40 AM
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QUOTE (archer9234 @ Mar 12 2010, 08:03 PM) *
That sound wouldn't even sync up with the games explosion sequence.


Actually I already made up a couple of sounds, one with those sounds by themself, and one overlaying my first edit of the re-entry sound. They sync with the explosions almost perfectly.

...and when I do post these for download I'm going to include the different variations, so provided people back up their stuff before trying the sounds out, they can switch between them and use what they like best.

STATUS:

Volume Equalization- Not perfect but complete...for now.

SFX- All the ones that I want done are done, or at least I'm too lazy to work on the rest at this point.


I have finals next week so I probably won't get them available till next weekend. There are currently 3 different iterations of the Sparks sound effect and 4 iterations of the re-entry effect...one of which is the one in the above video...that actually goes for the spark effect too.
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archer9234
post Mar 13 2010, 04:31 PM
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They won't sync up correctly because of peoples different PCs. Animation will go faster on good PCs and slower on bad ones. If your PC is on the crap side. The sounds will trigger earlier and get cut off, for people on good ones. Plus, the default SFX length time, in the SCM, can cause problems too. So be careful. Unless SA functions different to VC.

This post has been edited by archer9234: Mar 13 2010, 04:33 PM


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RG
post Mar 13 2010, 04:46 PM
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On my PC, the sound played and the anim was done after 3 more seconds. Yeah, mine is crappier than most PCs


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Rasterwerks
post Mar 13 2010, 10:04 PM
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QUOTE (archer9234 @ Mar 13 2010, 10:31 AM) *
They won't sync up correctly because of peoples different PCs. Animation will go faster on good PCs and slower on bad ones. If your PC is on the crap side. The sounds will trigger earlier and get cut off, for people on good ones. Plus, the default SFX length time, in the SCM, can cause problems too. So be careful. Unless SA functions different to VC.


I'm not quite sure I understand what your getting at here...what your saying would hold true for any sound used for the re-entry effect, including the one that comes default with the mod.

...now if there was something in the sound files that made the game crash or some-such, then that would be cause for concern.


The only "issue" that I've encountered when editing the sounds was when I wanted to include the sound of the plutonium meters coming online, the time restriction in the SCM cut the sound off before hearing that part of it...but it hasn't caused any problems.


...and while I can't cater to each individual case, I suppose I could whip up a version for slower machines that has blank noise in the mp3 file before the actual sound plays, that would force a delay and perhaps help with syncing a bit. But I would need detailed input from those who have low end machines that want to use these sounds.
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Rasterwerks
post Mar 13 2010, 10:05 PM
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QUOTE (RG @ Mar 13 2010, 10:46 AM) *
On my PC, the sound played and the anim was done after 3 more seconds. Yeah, mine is crappier than most PCs


...and your using the default sound pack I'm assuming. Which demonstrates my previous point.
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archer9234
post Mar 13 2010, 10:37 PM
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It doesn't matter what you're using. The PC is whats going to control the duration. My sounds don't sync up, to high speed PCs, because back when I did them, I was using my old PC. And Mini-Me didn't fix the duration length in SCM, so they cut off.

This post has been edited by archer9234: Mar 13 2010, 10:39 PM


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Rasterwerks
post Mar 14 2010, 08:49 AM
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...but your sounds do sync up. They work just fine for me.


I just wanted different sounds is all...so I made a different soundset. I tried my best to make them the same size, length, format, etc. Any issues with syncing or cut-off from the default sounds will most likely happen with these sounds that I've made.


...I wish to stress the fact that I made these sfx on a whim and I have absolutely no problem with the original sound effects. The creators did a fine job, they sound terrific, and sync great (for me)...the reason I made new ones is, again, because I preferred the specific noises from which I made them.

That's why I left many of the sounds from the default set alone...because they sound just fine to me and I don't have a different noise from the series that I'd prefer to hear.

Sidenote: I'm considering making a quick video demonstrating the "bridge reentry" sounds I made, just to see what ya'll think of 'em.
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Dave27
post Mar 14 2010, 02:05 PM
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I reckon theres no harm in listening to what Rasterwerks has made then make your minds up. And its not compulsory to install so if your not convinced by his vid when he releases it then no harm or foul.
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daangelo29
post Mar 14 2010, 02:36 PM
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QUOTE (Rasterwerks @ Mar 12 2010, 09:28 PM) *
Namely redoing the re-entry explosions to sound like that of the BTTF3 DeLo as it reappears on the "Eastwood Ravine" bridge.

No need for that. You can find it in the older versions of the BTTF VC mod.


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archer9234
post Mar 14 2010, 08:39 PM
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QUOTE (Rasterwerks @ Mar 14 2010, 03:49 AM) *
...but your sounds do sync up. They work just fine for me.

You think they do. But they aren't. Half to one second worth of audio is cut off at the end, due to the SCM old timings. Sounds are triggered 1 second too early (on high end PCs). It's most noticeable on the hover start up with the Del's. The ones that have no problems are the Time Train sounds. To make it clear. I'm not against your sounds. I'm just telling you, don't go insane if you run into problems.


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Rasterwerks
post Mar 23 2010, 02:32 AM
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Well in any case, the default sounds sound fine to me cut off or not. I just wanted to see what I could do with some of the sound effects...also I wanted to test Audacity's direct video audio rip function...also I was really bored.
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