Sound Effects for Würgertime

This forum is for artists to post their music and graphics or discuss artistic matters that could be used in Uzebox games.
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Janka
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Sound Effects for Würgertime

Post by Janka » Mon Mar 25, 2019 4:03 pm

Hi all.

I'm in a pickle. I want to present Würgertime at a convention on April, 12th, and I got all things done but sound effects, music and more levels. A friend even made a themed arcade cabinet for it.

I tried to create some sound effects for Würgertime with Lee's patchtool but I'm too nervous to come up with something good. And I'm involved in the convention's organisation so time is running out quickly. I just got fixed the last bugs in the level editor and could complete that missing piece but still, the sound effects are a bit too hard for me, I think.

Anyone out there who could help me quickly?

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nicksen782
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Re: Sound Effects for Würgertime

Post by nicksen782 » Mon Mar 25, 2019 9:41 pm

If you are using the new streaming music (doesn't have to actually "stream") then I know some things.

Are you talking about converting music and sound effects? If so then I could share my process. I use a BASH script (Linux) but I'm pretty sure you could write a batch file for Windows too.

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Janka
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Re: Sound Effects for Würgertime

Post by Janka » Mon Mar 25, 2019 9:59 pm

Honestly, because of the deadline I would be glad if anyone could supply some (existing) sound effects which matched more or less.
I can supply a sample hex/uze file with the current gameplay for reference. There are some actions within the level which could make a noise:
  • next cook
  • burger stomp
  • burger fall
  • burger topple
  • burger complete
  • pepper throw
  • enemy hit
  • cook hit
  • hurry
  • bonus over
  • life lost
  • mustard squirt
  • mustard clean
  • ouch
And some out-of-game things could also have a sound:
  • invite screen
  • highscore screen
  • level introduction
  • level buildup
  • buzzing sign
  • level complete
  • bonus item collected
  • game over screen
  • highscore reached
EDIT: I'm working with Linux.

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nicksen782
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Re: Sound Effects for Würgertime

Post by nicksen782 » Mon Mar 25, 2019 10:48 pm

I can do some editing of sounds from midi but I'm not so good at making them. Sorry. From what version of the game do you want your sounds from? NES, Atari?

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Janka
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Re: Sound Effects for Würgertime

Post by Janka » Tue Mar 26, 2019 1:34 am

Thanks for your help!

Both versions are fine.

It don't have to be the same sounds at all. Just something which may fit. I doubt they have Mr. Mustard and the mess he makes in them :P.

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L4rry
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Re: Sound Effects for Würgertime

Post by L4rry » Tue Mar 26, 2019 5:04 pm

Here's a page on the Uzebox Wiki with a collection of diverse sound effects

http://uzebox.org/wiki/Sound_Patches_and_Effects

I also struggle to create sound effects as it's not intuitive for me at all, so what I tend to do is take the example effects on that page and just fiddle with the ones that I like best until it resembles something unique and interesting. It's helped me a lot.

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nicksen782
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Re: Sound Effects for Würgertime

Post by nicksen782 » Wed Mar 27, 2019 3:21 pm

Please describe your process for "fiddling" with music and sfx.

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L4rry
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Re: Sound Effects for Würgertime

Post by L4rry » Wed Mar 27, 2019 7:15 pm

nicksen782 wrote:
Wed Mar 27, 2019 3:21 pm
Please describe your process for "fiddling" with music and sfx.
Swap out wave forms. Play around with volumes and speed. Generally just hack away at the patches that are there. No real coherent method to it.

To be clear, this is for sfx. Not music. I dont know of any real shortcut there. What I did for music in iros was just to grab a good open source midi track and convert the channels that sounded interesting using the midi converter. Artcfox made a good video of creating music for the uzebox.

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Jubatian
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Re: Sound Effects for Würgertime

Post by Jubatian » Wed Mar 27, 2019 7:25 pm

I can only say about the same. In Flight of a Dragon the only particular trick regarding the effects is that I used a PRNG generated sample (similar to an 8 bit LFSR, a full sequence of the 256 byte values) which I then "abused" in various manners by patches to get fire and explosions. The procedure was just hacking the game to play the effect on startup, then fiddle with the bytes, compile, run emulator, listen. Repeat until getting it right.

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nicksen782
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Re: Sound Effects for Würgertime

Post by nicksen782 » Wed Mar 27, 2019 7:44 pm

You could also create a Music/SFX menu. Set your game to start the menu immediately at start while debugging sounds. That way you can compile and test quickly.

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