[SUGGETSIONS][PLAYER]more sounds for traps and stuff

Started by mobius, September 18, 2016, 01:47:49 AM

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mobius

I'd like to add some more new sounds for some stuff, I feel like some of them are used too often to be redundant, sometimes even a little confusing; for example the teleporter sound being the same as a trap.

I attached a possible new sound to be used for teleporters instead. This comes from Chips challenge 2, it should be safe to use; that game has been modded as heavily if not more than Lemmings. I can edit the sound if it seems to long or whatever [and change the format, don't know what format it needs to be].

I plan to look for more sounds. I recall hearing a version of Lemmings (don't remember which) with a different sound for the bubble zapper trap that I liked.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


Dullstar

I like the idea of adding more sound effects for different things but I'd question whether we should be using non-lemmings rips. It's not my call to make, of course, but I thought I'd throw this thought out there. Of course, in that case, we'd have to find sound effects we can actually use, or make some, which could be a little tricky.

namida

I would rather avoid changing the standard sound effects for official objects. Custom ones, even those which were added to official sets, we can consider it.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Nepster

Quote from: möbius on September 18, 2016, 01:47:49 AM
I'd like to add some more new sounds for some stuff, I feel like some of them are used too often to be redundant, sometimes even a little confusing; for example the teleporter sound being the same as a trap.
Just to clarify: Do you want different sounds for each object type, but use the same sound for all objects of the same type (with exception of traps), regardless of style? Or do you want to change the sound for a few styles and so have different sounds for the same object type, depending on the current style?

I would totally agree with having one new sound for all teleporter objects, but I am against making this style-dependant. Aren't the sounds supposed to notify the player that a certain object type got triggered or that a lemming died in a certain way, even when this occurs out of the player screen? If we use one sound for multiple object types and in addition allow various sounds for the same object type, recognizing what happened just from the sound would become almost impossible for me.

ccexplore

Could be rusty memory, but I thought triggered traps already have different sounds even in L1?  IIRC it's object-dependent and not merely style-dependent.

Also, I suspect in most contexts, the number of different possible sounds at a given moment are pretty low, such that unless like every sound got switched from normal, even at a time when you do hear an unfamiliar sound, you probably know exactly where it's coming from based on what's in the level and where you've currently directed your lemmings towards.  I'll concede that sound familiarity may be more critical in multiplayer situations due to being real-time.

Anyway, it sounded more like mobius just wants a more distinguishable sound for the teleport, not necessarily that the sound effects can be arbitrarily customized.  Though if one were to create a Super Mario style and use the iconic pipes as teleports, I can see maybe a desire to use the "enter pipe" sound effect from the game for that.  And of course I can also see Nepster already complaining that the pipe visual would already violate all his very long lists of rules on what teleports should look like.  So I dunno. :-\

mobius

Quote from: Nepster on September 18, 2016, 09:52:15 AM
Quote from: möbius on September 18, 2016, 01:47:49 AM
I'd like to add some more new sounds for some stuff, I feel like some of them are used too often to be redundant, sometimes even a little confusing; for example the teleporter sound being the same as a trap.
Just to clarify: Do you want different sounds for each object type, but use the same sound for all objects of the same type (with exception of traps), regardless of style? Or do you want to change the sound for a few styles and so have different sounds for the same object type, depending on the current style?

I would totally agree with having one new sound for all teleporter objects, but I am against making this style-dependant. Aren't the sounds supposed to notify the player that a certain object type got triggered or that a lemming died in a certain way, even when this occurs out of the player screen? If we use one sound for multiple object types and in addition allow various sounds for the same object type, recognizing what happened just from the sound would become almost impossible for me.

I agree; I think, for the most part, teleporters should all have the same sound for consistency and helpfulness. Since everybody's used to the original objects it's doesn't matter much that they're sounds differ. ccx's right; many triggered objects in L1 have different sounds+they differ across different versions of the game.
IMO: if a sound makes sense; that is it sounds like what might logically follow from the object, it shouldn't be confusing. Example; if the zapper trap sounds like electric zapping. The vaccum trap has a logical sound. But some of the objects don't have a very easy guideline like this to follow. For the most part I'm okay with the original sounds I guess.

I guess using a sound from another game is an iffy choice. But since I'm familiar with the Chips challenge community I can say that I'm 90% sure they (the actual team and creator of the game) would be okay with this sort of thing. + I can edit the sound so it's near or totally unrecognizable.
There's also the Revolution teleporter sound but that one's quite different and I'm not sure would fit here.
What about the teleporter sounds from L2? Does anybody have access to those?
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


namida

QuoteAlso, I suspect in most contexts, the number of different possible sounds at a given moment are pretty low, such that unless like every sound got switched from normal, even at a time when you do hear an unfamiliar sound, you probably know exactly where it's coming from based on what's in the level and where you've currently directed your lemmings towards.  I'll concede that sound familiarity may be more critical in multiplayer situations due to being real-time.

NeoLemmix does not have multiplayer and there are no plans to add it.

QuoteAnyway, it sounded more like mobius just wants a more distinguishable sound for the teleport, not necessarily that the sound effects can be arbitrarily customized.

Sounds can already be arbitrarily customized (at the level of the graphic set) for most objects, including assigning custom ones. What I believe mobius is asking for is that, for example, the teleporters in many graphic sets share the same sound as some traps do; he's suggesting this should be changed so they have a unique one. I'm not against this. Perhaps one option is even to simply use the sound from the LPIV Space set, which is very distinctly teleporter-y. (Off the top of my head, this is the only one of my custom sets that has a teleporter with a unique sound. A few other sets also have teleporters - Psychedelic, Purple, Circuit, Martian and Abstract (though the Abstract teleporter has never been used in any of my levels so far), but they don't use a custom sound.)
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)