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    posted a message on Overmind Voice Replication

    @IskatuMesk: Go

    I definitely understand what you're getting at. The backside to chorusing, however, is that it loses its crispness and sound "bubbly" when you add them all together. This "flaw" is more prominent in version 2, and can also be heard in Gradius' version. Version 1 took about 20 times more effort to get the right "tone" to it, and was the last of several attempts. Version 3 was a quick test, and might develop into a more faithful sound with some tweaking.

    That being said, I agree that the overall ambience in version 1 is still the best, as I suspect was your point. Hence, gapper/snipper might be the key to improving the earlier versions.

    Posted in: Audio Development
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    posted a message on Overmind Voice Replication

    I took another shot at recreating the original effect. This time I made use of formant-pitch shifting, which proved to be a way better approach. With this result, the idea of using chorus and flanger seems like a dead end. Superimposing only three differently pitched layers, I managed to produce a better outcome than before.

    version 3

    Personally, I think this feels promising. The technique itself is very simple and elegant compared to the chorus/flanger-approach.

    Posted in: Audio Development
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    posted a message on Overmind Voice Replication

    I exchanged a short conversation with Gradius about the effects he used in his own version, and as speculated - it had much to do with chorus and flanger, along with a voxformer. But, as he also stated, it required serious effort and a great deal of fine-tuning.

    I have since then done some rigorous research into alternatives to fine-tuning chorus/flanger effects in absurdum. The results has proven to be closer to what I originally intended. More so than my previous version.

    version2

    EDIT: It should be duly noted that this upload is heavily filtered, compressed and converted(into .mp3) and may therefore feel somewhat saturated. I did this to preserve the original sound as much as possible - my own sound hardware and processing power is a bit more powerful than that of the average person. As follows, some quality was lost.

    Posted in: Audio Development
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    posted a message on Overmind Voice Replication

    That is my theory as well. But I think the Gradius-version of the overmind must have some element of flanger to it as well, hence the bubbly feel to it. I have tried to replicate it, but I end up making it sound like sci fi effects from a 1950-year movie.

    One thing that I managed to do, however, was to take two identical layers and flanger them with different modulation rates. After that, I inverted one of them and put the two layers together. The main modulations of the flanger effects canceled each other out, leaving a somewhat gritty-sounding result. Not exactly what I need, though.

    Posted in: Audio Development
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    posted a message on Overmind Voice Replication

    Very good! At first, I didn't realize those were revamps of my own recordings. It definitely brings the 'sound' as a whole in the right direction. I will take a look at these VSTs a bit and play around a little bit. Perhaps see if I can get any interesting results out of it.

    Posted in: Audio Development
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    posted a message on Overmind Voice Replication

    I played through the WoL-campaign again and (just like last time) cringed in emotional agony at the poor job by Blizzard to redo their mesmerizing Overmind-voice from the first game. Jack Ritschel (the original voice actor) died, as to what I understood, before SC2 was made so that is part of the explanation. What really bugs me is the lazy sound editing they did with Paul Eiding as a replacement.

    I have since then decided to try and identify in detail how the original (meaning starcraft vanilla) overmind voice is created. This is mainly for fun, but I know the Overmind is a central character in the starcraft universe as a Zerg antagonist, so the product of these efforts may result in a well-written tutorial in the subject.

    If anyone with enough experience in the subject or a keen ear to how the overmind really sounds - please speak up. This is what I have been able to produce thus far: version1

    I have listened to some of the other submitted works here and one I like is the one done by Gradius: overmind6.mp3

    What makes me like that particular example is the sharp grittyness, some of what I feel my own contribution lack. Could it be a flanger effect?

    At any rate, I myself use Adobe Audition for editing. I will try and define key components in terms of audition-native effects.

    Comments?

    Posted in: Audio Development
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    posted a message on Protoss portraits not talking!

    I have noticed that on every one of my custom maps, the Protoss portraits stop talking. This occurs after I have selected one random unit(this unit is the only one that talks). After I select another unit - no Protoss unit at all runs a talk animation on its portrait. Terran and Zerg portraits work just fine, this only applies to the Protoss ones.

    Is there anyone else who've had this problem?

    Posted in: Data
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    posted a message on Help with effect!

    @Kueken531: Go

    Good idea! :D I'll try that. Thx alot. :>

    I will build a temple in your honor.

    Posted in: Data
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    posted a message on Help with effect!

    I want to find a way to create an effect on a unit every time it comes within range of another unit, and that it doesn't apply it again until the other unit has left and returned within range. This is then supposed to apply for all units.

    I thought of using a behavior, since it means less lag once the unit count goes up, but I don't know where to begin. D: Does anyone have an idea or any suggestions? It would be very much appreciated!

    Posted in: Data
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