A
ae2011
Guest
At first I tried layering mine on top of the original sfx like Armorvil did with some of his spells, but it seemed too noisy and jumbled and it also didn't contrast well with the realistic thunder sounds.
Wow it's perfect. I love it !I liked yours fine, though it is a little muffled and anti-climactic at the end. I tried to take your advice, so give me your feedback:Very nice sounds guys. I love the first part of Bolt3, but the last part not so much (doesn't sound enough like an electrical discharge, imo). I tried to further edit myself, but it didn't come out too well. The sound is getting too loud, maybe... ...Anyway, you can download it and judge by yourself.
85 - Bolt3 (All)
http://www.mediafire.com/download.php?lwmwgqjwdjj
Ah you bring an interesting point, I didn't think about that. But I think it's possible to give a more dramatic feeling by playing with Audacity a bit.This seem to be a general issue, although I suppose it's an inevitability if these are samples from things like real-life cracks of thunder. Real sounds tend to start off loud and get quieter whereas the SFX in FF7 get louder towards the end and therefore more dramatic and more satisfying. Is there any way to easily edit these sounds to mimic the original without diminishing the quality?
I'm not satisfied with that one either, I really wanted to use a type of "Shing" sound for it.As for Ice1, the second part of it is excellent. Really sounds like ice breaking. But that first sound gives the impression that some kind of beast is roaring, and ice doesn't break in the graphical effect. Maybe it could be used for another ice magic ?
lol, so that's why. I said to myself when I listened to Fire1 "Now why didn't Square make the other sfx sound a little more like this". I completely forgot I was already using yours. I'll edit it then and use it for another fire spell.And finally, Fire1. It's a really good sound, my only gripes with it are the fact that it feels perhaps a bit violent for it (more fitting for Fire2 perhaps ?), and that is doesn't sound deep enough. To me, anyways. Add a little more bass to the sound, and it should make a great Fire2 (I think the Fire1 I made is good enough). But it is all my opinion, and it's worth what it's worth.
Sigh...much better indeed, but I just encountered a problem with the escape sfx.How about this, as an escape sound ? I really like it, but I'm sure it can be improved.
Nice,nice, very nice.I liked yours fine, though it is a little muffled and anti-climactic at the end. I tried to take your advice, so give me your feedback:
85 - Bolt3 (All)
http://www.mediafire.com/download.php?lwmwgqjwdjj
Not all sfx though, but yes this is definitely a case. The Choco/Mog and some other SFX I made that I haven't released yet were made to mimic the exact sound progression. The others namely shorter sfx are surprisingly much more difficult to mimic.Ah you bring an interesting point, I didn't think about that. But I think it's possible to give a more dramatic feeling by playing with Audacity a bit.This seem to be a general issue, although I suppose it's an inevitability if these are samples from things like real-life cracks of thunder. Real sounds tend to start off loud and get quieter whereas the SFX in FF7 get louder towards the end and therefore more dramatic and more satisfying. Is there any way to easily edit these sounds to mimic the original without diminishing the quality?
Oh, right !... ...Or perhaps we should just leave this one alone. After all, some of the original sounds are very good (like Fire 2, for instance). As hotdog963al said earlier, all sounds shouldn't be changed just because we can.Sigh...much better indeed, but I just encountered a problem with the escape sfx.
It seems all attacks that flag a character to escape(example: Midgar Zolom's Tail smack) play this sfx.
So being flung out of the battle with the sound of footsteps playing??
That's just inexcusable and Square clearly got lazy on that one.
It seems they were hoping for players to just not notice it, so that's why they made their sfx low quality(Joke ;P ). I'll make a new one or find an existing one that will fit both animations.
I really like your sounds Armorvil. But I felt like they needed some work:I also made a couple new sounds: a cursor one (when I was moving it around, when it was silent, I couldn't shake the feeling something was missing), a Fire2 (bleh... ...As I said, I like the original, but someone might like this new one), and a frog sound (the ribbit-like sfx you can hear when you use Frog Song).
Of these, the only one I could test in-game is the cursor sound. I willingly chose another whoosh sound, as if a sword slashed through air. I like it, I think it's a lot more pleasant than the click sound, or no sound at all.
EDIT :
And here is #254. It's not too bad, but maybe I shouldn't have used a zipper sound. That's because you often hear this sfx twice in a row, so it gives the impression that the characters have a lot of zippers on them(fitting for characters designed by Nomura, but I don't recall Aeris' dress showing any zipper :
). It's hilarious during the Wall-Market events, though.
I think that's the idea...I think, hence we give each other feedback and If we can't agree on some sfx then multiple wav files can be included with the patch. IMO, the sfx that we keep sharing as of now is not the important thing, but the listing of the 700+ sounds and when and where they are used. Armorvil already posted his when I asked him to and I'm currently in the process of merging it with mine and refining it. If you also have a list then smack it here, since I've noticed that some people here are looking for the audio.dat documentation.Speaking of which, are we going to consolidate these into one designated package, or just leave it up to preference? I think we should try and decide/vote on the best sounds that we have doubles for, and ultimately create an official patch. Sorry if I'm getting ahead because I know this is still really new, I'm just thinking long-term.
Thanks for that. Since I did a mass sfx change a few days ago I forgot which ones didn't have proper fades or normalizations. I guess these were one of them. ;PAlso...one small, very important thing that everyone needs to implement as a general rule for all these sounds.... PLEASE give everything a short fade out, just enough so it doesn't clip at the end
Yeah, I've been going strictly off Armorvil's jpgs for the list of files. Weeemus used to have one, but lost it when his computer crashed. I agree that this is probably the most important thing to do right now. Could you post your list when you get a chance?I think that's the idea...I think, hence we give each other feedback and If we can't agree on some sfx then multiple wav files can be included with the patch. IMO, the sfx that we keep sharing as of now is not the important thing, but the listing of the 700+ sounds and when and where they are used. Armorvil already posted his when I asked him to and I'm currently in the process of merging it with mine and refining it. If you also have a list then smack it here, since I've noticed that some people here are looking for the audio.dat documentation.
Uhh, yea, guys? This is pretty cool. Can we have some documentation please? What's done/missing?Are you guys documenting this anywhere in particular?
You're not being too criticalI really like your sounds Armorvil. But I felt like they needed some work:
http://www.mediafire.com/download.php?tnnjwyhwnxh
0 - Cursor (maybe it's just me, but I think the whoosh sound is a bit much. this one is really simple, quiet, and it fits amazingly well)
9 - Fire2 (sounds great, just needed a fade out)
154 - Frog Song (also really good, but I killed that ridiculous buzz/hum)
254 - Change Clothes (i thought the first part was perfect. the zipper is kinda loud and ends abruptly, so it might be better without it. i added shuffling clothes in the back)
Please let me know what you think, and I hope I'm not being too critical, I'm just trying to help![]()
Yeah, I'll keep that in mind.Also...one small, very important thing that everyone needs to implement as a general rule for all these sounds.... PLEASE give everything a short fade out, just enough so it doesn't clip at the end
Hopefully Sicatrix can merge his list with yours, and we can continue to ID sounds in-game. You should edit the front page explaining what's going on, what we've got done/working on, and the sfx list as it gets updated.I don't know about Sicatrix and Ae2011, but no - aside from the jpegs I posted, I don't have any documentation. What exactly do you guys need (aside from the updated list of the +700 sfx) ?
I think that this should be our priority. Maybe even more experienced people could help figure out where they're used in the game. Then we can focus on making replacements. As of right now I only have a list of 125/723 sfx, going straight off what you guys have posted.IMO, the sfx that we keep sharing as of now is not the important thing, but the listing of the 700+ sounds and when and where they are used. Armorvil already posted his when I asked him to and I'm currently in the process of merging it with mine and refining it.
^
Once we get a good list together, we would definitely love for you to update the file reconstruction project for us.this should be documented on the File Reconstruction Sheet. in the FF7PC Section of the sheet expanding the entry for audio.dat. name, size and description. is all that is needed (name i suspose would be # in this case) since people had to go mess all the fun up when the sheet was open, i will happly post what ever you guys find (that is if halkun doesn't give one of your write access).