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News Writer 493 posts
Registered: Jan 2006
The sound-ideas 6000 package is the same pack that Jebur, the guy who did Mindgrid:audio, used to release the high-definition Quake sounds. This is the library where he got it from, I dug up the name and link to the library from old fuhquake.net forums. DOES ANYONE HAVE ACCESS TO IT? We could have completely original, 44khz, not downsampled wavs for Quake!
QW needs it!
Member 1754 posts
Registered: Jan 2006
OMG sounds hot, give us 44khz sounds now!!
Member 1011 posts
Registered: Feb 2006
its not just the sound pack that Jebur used, its the sound pack where the majority of the original quake sounds came from (others were home-made by trent reznor or id team) this was previously covered hereeven if someone could get hold of them, it would be pretty much blatant piracy to use them :-)
Member 151 posts
Registered: Feb 2006
The only way to get original quake sounds at 44.1khz is to get id software to resample the original recordings if they still have them, or someone with sound engineering skillz to resample and eq the ones released with quake but it wont sound as good. I could do this if there is enough demand as I am qualified. I actually prefer the mindgrid sounds anyway, but 44.1khz quake sounds would be better. I could do a few test sounds for people to compare and decide whether a resampled set of orinals would work ok? Post your thoughts and spam this some more in irc
Member 1011 posts
Registered: Feb 2006
actually re-reading John's original reply to me and the questions above I think the mention of the sound-ideas collections was related to the 'what does the industry use?' question and that the majority of quake ones were infact home-made
Member 151 posts
Registered: Feb 2006
and would be copyright no doubt so this is a touchy subject but if they've released the source etc years ago I doubt they'd chase it and also its for the game and improving it anyway. It's not like using them for music or other media. the pack mentioned in the thread you linked oldman contains quake sounds that have only been resampled only, maybe with careful eq you could improve them further and get a decent sounding pak, but no-where near as good as resampled originals. By the way what sample rate were the originals recorded in cos if they were downsampled to 11.5khz the originals might be 22.1khz or higher. if they were recorded at that then you would have the same effect as resampling released sounds anyway. thoughts.......
News Writer 493 posts
Registered: Jan 2006
its not just the sound pack that Jebur used, its the sound pack where the majority of the original quake sounds came from (others were home-made by trent reznor or id team) this was previously covered hereeven if someone could get hold of them, it would be pretty much blatant piracy to use them :-) why would it be blatant piracy to use them? the series 6000 is royalty-free sounds for anyone to use....
Member 1011 posts
Registered: Feb 2006
royalty-free != free you are not authorized to copy or re-distribute our sound effects, unless they are synchronized in timed relation with your production Can I use Sound Ideas sound effects in my computer game? Yes you can, provided that the sounds are embedded in the code of your game and are not available for an end-user to access or download. If your application allows the end-user to access or download unsynchronized sounds, you should contact Sound Ideas to arrange supplemental authorization for the use of the sound effects. etc. you can't just get hold of a copy and give them out for everyone to use (not legally anyway)
News Writer 493 posts
Registered: Jan 2006
I feel like our best bet is to talk to romero our good friend and convince him to give us the sound gift fot quake's 10 year which is coming up
Member 1011 posts
Registered: Feb 2006
someone e-mail trent@nin.com and hope it works
Member 22 posts
Registered: Feb 2006
IIRC, if you listen to some of Sound Ideas free sample montages (they're quite entertaining in their own right), you can hear one or two recognisable Quake sounds in higher quality.
In addition to obtaining high quality versions of the Quake sound effects, someone needs to take a look at how the sound engine handles effects in Quake itself. In particular, the sound effect over-riding method often leads to high frequency clicks being introduced solely by the sound engine itself. These become increasingly apparent at mixing rates of 22KHz and above.
For example, the SNG produces a regular clicking when the overridden effect is abruptly cut off, thereby introducing a step input into Quakes sound output. Step inputs are absolutely loaded with high frequencies, hence the clicking sound. Fading out the overridden effect over a few 10's of mS, instead of the abrupt cut-off is one possible solution.
Member 1011 posts
Registered: Feb 2006
ideally (if we even managed to get hold of the sound ideas libraries) we need some sort of fuzzy sound comparison / matching software to loop through all the quake sounds and all the sound ideas sound and return a list of matches sorted by percentage of recognition
unfortunately this seems to be a hard thing to do (and so not many have done it), the most interesting things i could find were:
http://wava.sourceforge.net/ http://www.mperfect.net/noReco/
Member 1102 posts
Registered: Jan 2006
I will try out Sound Ideas Series 6000 Disc 36-40. Is it only the 6000 series or is it worth checking the others as well?
Member 1011 posts
Registered: Feb 2006
great news if you have access to them Spirit!
thinking more on the illegal vs legal implications, assuming that we can find the exact sound that was used by id (i.e. sounds close enough to be considered a match) then as id already licensed these sounds it would be fair to say they could be legally distributed to those who have the original game
so it might be ok to distribute them as a binary patch against the original .wav files included in the pakX.pak files (hence fulfilling sound-ideas requirement that you don't distribute the sounds in a way that could be immediately played back). I think that would be OK.
Member 1102 posts
Registered: Jan 2006
We can't distribute them without our own license. Owning the game definitely does not quality for owning that files as mentioned in this thread already (at least I understood it this way). Well
Member 192 posts
Registered: Mar 2006
Administrator 1265 posts
Registered: Jan 2006
quake3 and cool in the same sentence. that's odd never argue with an idiot. they'll bring you back to their level and then beat you with experience.
Member 1011 posts
Registered: Feb 2006
I will try out Sound Ideas Series 6000 Disc 36-40. had a chance to look at these yet Spirit?
Member 1102 posts
Registered: Jan 2006
Yuck, totally forgot about it.
Member 129 posts
Registered: Mar 2006
Well I gave ur pak a go Defcon and in all honesty mate it sounds bloomin' terrible....I stick with the originals
Member 1102 posts
Registered: Jan 2006
Already found some. So if you want hq Quake sounds buy Sound Ideas 6000!
Member 1754 posts
Registered: Jan 2006
hehehe DD, I have to say that some q3-sounds are nice but I wouldn't change since the friggin f_modified doesn't like this stuff :/
Member 1011 posts
Registered: Feb 2006
just to give a heads up
a.b.s.mp3.sound-effects currently has the full set of series 6000 in compressed mp3 format
Member 950 posts
Registered: Apr 2006
I'd be happy to host some of the found one though
Member 628 posts
Registered: Jan 2006
Member 1102 posts
Registered: Jan 2006
Well, I found a few already but haven't got the time to investigate further (only mp3 quality too).
Member 950 posts
Registered: Apr 2006
Could you provide a link?
Administrator 1864 posts
Registered: Feb 2006
I got the Mindgrid:audio ones
Administrator 1864 posts
Registered: Feb 2006
Member 1102 posts
Registered: Jan 2006
Zalon: That is something complete different.
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