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 Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ

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tunednoise




Posts : 42
Join date : 2013-01-06
Age : 34
Location : Hertfordshire, UK

Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ Empty
PostSubject: Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ   Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ EmptyTue Feb 05, 2013 7:36 am

Hey guys, first of all, hello!

We need to do a bit of housekeeping with sound work, and as this is such a big project, we need to get things clear and straight off the bat to stop problems happening down the line. Being organised is 90% of the battle. Sound can be one of the biggest problems with game mods as it is sometimes the last thing anyone thinks of... Often it can be poorly recorded, mixed and the organisation is handled badly generally. The biggest thing is continuity.


We need to make sure is that all the sound is of a similar quality and mixed to similar levels. This means that all voiceovers have to be treated in the same manner. What I am proposing is that if every person that contributes audio then sends it to me clean, in a specific format, I will process it (making it sound like it's coming from inside a helmet, over a radio etc) to a set standard and mix it to a level consistently for ALL audio files. This will result in a game that sounds polished, and not just a random bunch of sound files gathered from each corner of the earth, over the internet.

I must make it clear that if you are recording voice work, you must be using a proper microphone and interface, if you don't have one, borrow beg or steal one. If you are thinking of going into voice acting as a career it's about high time you got yourself a decent one anyway. I'm not saying you have to go out there spend your life savings, but it must be a of a decent quality. If you want help with recommendations for mics, headphones, monitors etc i'm happy to help. The bottom line is headset microphones are not acceptable.

Sorry to be such a hardass, but we have to set a standard somewhere.


On the subject of standards, all audio files should be delivered in the following format:


  • .wav or .aif 24 bit, 48khz

  • Mixed to -6db

  • Named like this: YOURNAME_VO_Rebel_CapturePoint_01.wav ...Each audio file should be a separate file, named in this manner, I know this is laborious, but so is having to edit every single one on my end and not knowing who's done what.



So... All those that are interested in making sounds or voiceovers that I haven't scared off, please register in this thread what you want to do sound-wise so we can start dividing up jobs

Cheers for reading!


Last edited by tunednoise on Tue May 07, 2013 5:34 pm; edited 3 times in total
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Gen_Rhys_Dallows




Posts : 24
Join date : 2013-02-05

Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ Empty
PostSubject: Re: Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ   Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ EmptyTue Feb 05, 2013 7:39 am

Easy enough.

Vocals for the Imperial Stormtrooper, and CIS Battle Droid (when available).
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Altureus
Lead 3d guns Artist
Altureus


Posts : 126
Join date : 2012-11-28
Location : Pilot Hill, CA

Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ Empty
PostSubject: Re: Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ   Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ EmptyThu Feb 14, 2013 3:46 pm

K cool, I call any of the major characters when implemented. We'll see what else needs to be done when all of your VO artists recordings are processed.
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tunednoise




Posts : 42
Join date : 2013-01-06
Age : 34
Location : Hertfordshire, UK

Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ Empty
PostSubject: Re: Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ   Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ EmptyThu Feb 14, 2013 7:17 pm

I'll be starting to wade through them this weekend. I must have close to 1000 individual samples. O.O
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Altureus
Lead 3d guns Artist
Altureus


Posts : 126
Join date : 2012-11-28
Location : Pilot Hill, CA

Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ Empty
PostSubject: Re: Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ   Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ EmptyFri Feb 15, 2013 6:13 am

Alright
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RichardPGoulet




Posts : 5
Join date : 2013-05-05
Location : Canada

Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ Empty
PostSubject: Re: Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ   Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ EmptySun May 05, 2013 9:04 am

Hi all. Finally got on this forum. I'll keep the file naming conventions in mind. I was hoping on doing as many weapons/vehicles/equipment sounds as possible.

Thanks, by the way for setting these things straight. It's nice to see things done properly.
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Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ Empty
PostSubject: Re: Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ   Sound Quality and Continuity - If you're making Voiceovers or Sound Effects PLEASE READ Empty

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