Mapster Community! Now that we have an Audio Development forum I think we can make a list of custom sounds avaiable and also share new ones.
I have a page for beta sounds in the assets section. It includes WoL beta quotes for Warp Rays, Immortals, Stalkers, Zealots, Phoenixes and Motherships. Scrapped Ghost, Thor and TerraTron quotes. HoTS beta Tempest quotes. Aldaris unit quotes made from his SC1 and BW campaign quotes. And a rare .
I'm also planning custom quotes for Abathur, to be used by the HoTS remake team, but they are free for everyone to use. Most additions will be for extra evolutions / mutations / whatever that we dont have in the original campaign. These will be included in a pack later.
Do we have other SC-related sounds?
EDIT: I attached a file with some of Abathur's quotes I've been working on. I think its also possible to make zerg advisor quotes for him, with a few exceptions. Can you believe he doesn't speak the word 'Drone' even once in the whole campaign? :-(
I've been thinking about recording and editing custom quotes for custom units. All new epic Protoss acknowledgements and amusing Terran death sounds. The recording process of Zerg sounds is going to be fun.
I don't know when, but I'll have something done before August. (aka Soon™)
Rollback Post to RevisionRollBack
I hear an ancient voice, whispering from the void. and it chills my lightless heart.
well if u are looking for something specific to SC i do have custom responses for a hero unit i made for a player and he recorded his own voice for it, sent me the audio and i threw it into Pro Tools and seasoned it and cooked it until a golden brown and served up the dish in his hero in my mod. (Metaphorically speaking) idk if it's something that will impress anyone, but it did come out nice. for another hero i made for a different player i recorded voice samples off the tv cartoon Tron: Uprising (Paige) and chopped them up, spliced together what i wanted and created the custom responses for the unit. it's a very Sassy unit...lol
the first unit i mentioned is Mouse. the responses are kinda squeeky like a mouse. and the other one is Stones, She's a 1 woman army!
they are both in TheHitman's Vastly Overpowered Ext. Mod. i have to republish it. i was opening up spaces to publish new maps, but i will put it back up today.
these are just simple examples of course. when i read the headline for the thread i just thought this would be something right up my alley, so i figured it couldn't hurt to offer some help. i can do amazing things with audio, so it's more up to what people want and up to their imagination more than about what i've done.
if by examples you specifically mean other music projects, clients, and so forth, i can tell you i've done a lot of awesome stuff with a lot of awesome people.
i have the tools. Antares makes some of the best voice modeling plugins that can do some amazing things. i have a nice arsenal to work with. the question then becomes, what am i starting with, and what do we want it to sound like? i can most definitely make someone sound like someone else, but if you are refering to making someone sound like someone specific, that would be something i would want to work with the actual voice talent to record the voice with as much of the target voice's personality as possible. if you know what i mean. to get the speech patterns, rhythms, accents, and phrasing sounding most natural. but if it's a deal where u just wanna sound different, unrecognizeable, yeah then no sweat.
as for helping other people out with this stuff, i have to admit i have learned a great deal about the how to program mods by simply examining what was done in other people's mods that were unlocked on bnet. so i recognize some names here and honestly, i appreciate the work you all have done and i've benefited from it a great deal. so sure, i would be happy to offer my skills back to people. i'm the real deal with audio, (17 years exp) but with programing and mods and such, i only first started looking at that stuff like 7 or 8 months ago and have really come a long way. i do have so much to learn. i'm bound to learn stuff simply by someone else saying i wanna do this... lets make it work.
I meant I would like to hear some of the actual VA/effects you have done in the past, so I can get a good gauge where your talents lay. I am a voice actor and a sound engineer but everything I know is self-taught.
I use Audition 1.5 with a whack of directX and VST plugins, but I'm looking to try a new program sometime soon. How hard is it to break into Pro Tools?
it would actually be easier for you to send me a sample of what you want something to sound like. once i hear it and know what you want, i can duplicate any effect. once i have a point of reference, it's very easy. i do it like that for just about everything, when a client comes to the studio, if they want a certain vocal effect and they don't know what it's called or if they just like a certain sound, then they play me something that has that and then i know what needs to be done. even in mastering, i tell them, bring me a song you like, that's similar stylistically to what you are doing that sounds great everywhere you listen to it. then it's as easy as breaking down the frequency spectrum into parts and using a multiband compressor to get the same type of feel. if the highs cut through a certain way, or if the lows have a certain punch, etc. i can shape the attack and gain of each frequency range to contour the overall sound to match the reference point. i solo each range and all i have to do is go back and forth to the reference and make adjustments till it feels (sounds) right in each range to match the reference. once all the frequency ranges feel right, i listen to it all the frequency ranges put back together and make whatever refinements are needed for the overall sound. it's usually 5 ranges. highs, high mids, mids, low mids, & lows. it can be done in fewer like 2, 3, or 4. it can also be done in more than 5. for vocal effects, it involves a wider range of tools, but when i hear a modulation effect, i find a modulation effect that matches. when i hear a delay or echo, i match they type of delay or echo. if it's a flitered or band pass effect, well that's easy to replicate. if it's a gain or drive effect, well, i have fun things for that too. all that's really left outside of those things are pitch change, formant change, voice modeling, and special fx like vocoding. i've been doing this 17 years professionally. i can pretty much identify anything you put in front of me. even if i dont know exactly what they specifically used, i can come up with something that matches the sound with the tools i have. for all the many different plugins there might be, they all work off the same basic fundamental concepts. different plugins have different settings and have certain characteristics, but everything can still be identified if you listen and know what to listen for.
as for protools, it's likely the easiest program to learn of all the professional apps. the learning curve isn't anywhere as steep as logic. although logic does more things and for doing composition, it's a better program, pro tools is a very comfortable working environment. if you want something more customizable to the user, then logic. if you want something that doesnt require customization and has things easily accessable, then protools is better. everything in protools is pretty much only in 2 windows. if you have 2 monitors, u can look at everything at all times. i like that. i like simple. i am not a computer guy, i focus on the audio. i get a great sound recorded and once it's in the computer, i use only what is needed. that being said, if i need a truckload of effects, then that's what i use. i can certainly show you the basics in protools in just a short time. once you know the basics, you will be able to do quite a bit. i know nothing at all about audition 1.5. i'm a mac guy.... and yes, i know mac is inferior for gaming. but for audio, it's the right choice.
btw, as a sound engineer and producer, i'm also self taught. best way to learn is to do it and learn from experience.
Well, for sounds to replicate... I've long been trying to find means of creating a lot of the weapon sounds from various japanese animations, but especially Gundam Unicorn, Fate/Zero and Yamato 2199. A lot of the weapon sounds from there, and mechanical sounds, would be nice to have in clean versions. I've developed a knack for pulling sounds out of other audio and cleaning them up to the stage they can be used stand-alone, but that of course has a lot of limitations.
Unfortunately my headphones just died on me and I'm sitting in insane heat with an industrial grade fan going on, so it's a bit hard to identify what exactly it was I was looking for in various videos. In this sample (combatmix8), I think I wanted the cannon sounds heard around the 3 second mark. Of course, having something with more length/trail and more presence would be preferable to a straight rip. The unique sound of this cannon is much different than any sources I have available on hand.
Essentially, any manner of weapon sounds you have or can create could potentially be useful. I could make a tremendous list of stuff. I can create more alien sounding weapons and effects but I don't possess any firearms or anything so creating more generic sounding effects more or less relies on my ability to take existing samples from games or cds and mangle them. Something I only have limited experience with.
Something else I am looking for in recent memory is a lot of extended sword anime-style shwing sounds to be used for spells and special abilities. I have some sources I could use, but it's likely you know how to make something much more beefier and crisper than what I have available from (very old) rips. I have attached an example, but I am looking for something with more mid and lower range than this, more "heavy" so to say.
The critical part to having effects is of course having a lot of variations of them. So, for most weapons in sc2, I would say they need a minimum of 4 random variants. I try to aim for 7-8. Maybe for people uploading to battle.net, the size of the files might be more of a concern. But my file is locally hosted, and I intend to maximize everything I can get from audio.
Also, you said you can do music too, right? If that is the case, I have a little something I wouldn't mind seeing you take a swing at.
sounds like the wave-motion gun from star blazers.
so, do u want it as just 1 long individual shot? also, how long do you want it to be? i can do the different variations a number of ways. i'll cut some stuff up for you. i'm at the studio now and have a little time.
i actually think it might be pretty easy to take pre-existing sounds in the game now and blend and alter them to match up to what you want. that would be as clean as the original sounds. the shots you sent for ref could probably be made with the tempest attack sounds blended with maybe the seige tank cannon. (or maybe some other sounds) i can pitch change and EQ them to match up to the tone you want better and then use possibly a ring modulator to get that swirling sound. it may need some form of envelope filtering also to give it that sound of the swirling starting slowly and then speeding up. or maybe a doppler shift. there's a fair number of things that can be done. i can also simply just cut up the samples you sent and manipulate those. that would be faster, but not as clean. it's up to you what you think you want.
i have a client coming in a few mins but i'll be back in the studio tomorrow. let me know which route you want me to take.
sounds like the wave-motion gun from star blazers.
so, do u want it as just 1 long individual shot? also, how long do you
want it to be? i can do the different variations a number of ways. i'll
cut some stuff up for you. i'm at the studio now and have a little time.
Yep, it's one of the turrets. I have a lot of sound samples yanked from the live action movie and from 2199 I am going to reprocess at some point.
I'm looking for several variations. Variants could have different lengths, pitches, modulation etc. Normally, I can do variations myself, using different kinds of pitch and time shifts. But it's always neat to see what other people can come up with.
What you posted definitely has great potential. I could do a lot with just this alone. It's a bit hard to tell with the fan and my speakers atm (got replacement headphones coming in a couple of days), but I would probably add a bit more low range and volume onto the initial cannon shot for a bit more punch when it first fires.
Is there a Pro Tools for windows, or is it mac-only?
i already gave the cannon a boost to the lows and more punch to the cannon. you can't hear it through the small speakers on your computer, but it felt pretty good to me. one thing to remember tho, if you want to use EQ alone, whatever frequencies you are trying to boost have to exist in the sound for the EQ to actually boost. in other words, a thin sound that has no low end won't magically have more bottom by boosting the lows on the EQ if there's nothing there to boost to begin with. think of a jar of jelly beans that has various different sizes. then look into the jar from the top and lets say you want to see more of the big beans on top of the pile, so u dive in and pull the larger ones to the top of the jar. but if the number of larger beans is very small, then no matter how many u find and bring to the top, you still can only ever see what's actually in there. at some point you have to add more big beans for it to make a difference. you probably knew this already, but the analogy just came to me and i felt like writing it. anyways, with a sound like a cannon, it's easy to get away with adding more bottom with a sine wine oscillator blended into the cannon that is gated and have the gate triggered from the cannon shot itself, or just cut up and blend in pretty much any low frequency sound. a kick drum or 808 sample would probably work. i've learned some great tricks from some amazing engineers and producers.
the sound i posted took literally less than 5 mins. loading the samples from the game would take much longer. i like quick and easy, and try to be efficient. so if the sample i sent can meet your needs, then i can do up a whole lot of those for you in basically no time. if i were to create new sounds out of the samples in the game now, they will sound original and will be very clean, but will take time. let me know what will meet your needs.
pro tools is both platforms. one thing i do know about software is that if you can't afford it, there are still ways to get it. the plugins i recommend are the Waves bundle, GRM tools, Antares AVOX bundle, Metric Halo Channelstrip, Soundtoys Plugins, Brainworx Plugins, Softube Plugins, and Lexicon Reverbs. those are my fav tools and they pretty much cover all my needs. i wouldn't want to be without any of the plugs i just listed. they all meet different needs. but if i could only have 1 bundle, it would be the Waves bundle.
Heh, unfortunately I can't afford to buy anything. I had a hard enough time scraping together money for replacement headphones, what with all of the disasters that have happened this year. If the sound effects are fairly easy for you, though, then that's good enough for me.
Time isn't a big constraint right now. I'm pretty patient, and I've got a lot of my own work to do before I can really start on the audio on my end. Ultimately, I can work with most kinds of sounds as long as they sort of fit what I am after. I'm good at repurposing existing audio, but creating entirely new audio from scratch is an art I have limited experience with. With just that one cannon sound, I'm sure I can make a few dozen effects all entirely different from each other, and all useful in a mod or map of some kind. That's why I'm very interested in having you make some source sounds and variants of those source sounds that are otherwise more difficult for me to get, especially anime-style sounds, because I've never found a library CD for anime. So, getting good, clean source is very difficult, and I have to rely exclusively on pulling it out of videos and cleaning it up.
Yeah, I'm pretty aware of the limitations of boosting up EQ on stuff. I would have probably done as you suggested, mixing in something. The speakers are pretty old and the fans here are deafening.
Thanks for listing the plugins, that will definitely help me in locating some stuff, even if it takes me a while. Right now I'm using mostly old school stuff for plugins, things like spaceman, scifi deluxe, decimator, etc. I mix those up with various stock filters and a bunch of directx stuff from sony and sonic foundry. Great for making voice effects, like protoss, or my demon voices, but not very flexible for making new audio from scratch. Hence my desire to get into more modern tools.
Here are some sounds I made in the past, mostly from taking existing sounds and running them through specific settings. I spend most of my time just experimenting to find something that sort of fits what I am after.
i'm gonna have to check this stuff out tomorrow, i just got home from the studio.
it's actually quite easy to capture pretty much anything with an actual hardware sampler. even something very old like an old akai or ensoniq will do the trick. sometimes the simple solution is still the best. you can do alot with the sounds once inside the sampler. and it's very quick and easy.
there were 3 other plugin bundles that came to mind after i thought about it, PSP makes stuff that would be just right for your SFX needs, and for excellent eqs and great dynamics processors, SPL and Stillwell plugins are fantastic! The waves bundle covers the most ground tho, so those are a must. if i were to vote on a second most important, it would be tough but i would have to go with the Antares AVOX because it has the very best autotune plugin that i've heard. it's such a useful thing to have for vocalists.
i am not familiar with any of the plugins u mentioned as i am on a mac and i'm using protools so it only supports rtas and wrapped VST plugs. but there are a lot of stock plugins that are very effective at doing the job in most software. a stock compressor or limiter or stock EQ can usually do what u need it to do, it just may take some adjusting. there are alot of great plugins that have only 1 or 2 controls in the bundles i mentioned that sound awesome. don't let the number of controls fool you. less really is more. all my fave sounding compressors are simple. like the waves RVox and RAux. those 2 are just magic. the RComp is the most versatile Compressor ive ever used hardware or software included. i use the metric halo channelstrip only for eq, and i use it for almost everything and it never disappoints. it has 6 bands of any type of filter you want and it's got 24 db of cut and boost. i especially love automating the filter cutoffs to sweep and give sounds that techno-ish..... uhhh... sweeping sound. lol, i cant think of a better way to describe it. not right this second anyways.
i wanted to be subtle about obtaining the software. what i meant was, it can be found by someone who just looks for it. ALL of it.
so, if just cutting up some samples and giving you some basic raw material to work with is all u need, then that's easy for me. like give me a couple things at a time and it's cool with me to spend a few minutes on it. i like that you have a good handle on it to begin with. it just makes it easy to help you when u know what you want, and you know what you can do with it once you have it.
i'll post a song i mixed for another SC2 player so you can hear some of my music work.
This song is the work of Wesley Stevenson AKA Moustro in SC2