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Final Fantasy 7 => Audio => Support => Topic started by: fluffybumthecat on 2014-06-03 08:54:24

Title: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-06-03 08:54:24
I'm a lifelong lover of ff7 and also a student halfway through a degree in post production audio and sound design.  If there's cinematic scenes that need audio put to them i can do that.  I'm happy to work on recreating sound effects too.  can't do any of the coding since 1) i can't and 2) on mac

examples of my work:

https://www.youtube.com/watch?v=Wxw4PwtFlng

and ff7 related sound design i put together quickly for this post (about an hour):

https://www.youtube.com/watch?v=l4Ht32IOk68&feature=youtu.be

finished uni and only work twice a week.  give me something to do

Title: Re: New home grown sound effects/Foley work
Post by: Kaldarasha on 2014-06-03 09:14:24
Select has tried to work on the sound for the PC version, namely adding voice to the attacks.
http://forums.qhimm.com/index.php?topic=15227.0

It would be nice if Shard could update his great FF8 sound replacer to work with FF7. Currently we only have Cosmo ( http://mirror.mypage.sk/ficedula/php/programs3a9a.html ) to edit the sound files.
Title: Re: New home grown sound effects/Foley work
Post by: Scrat on 2014-06-03 10:14:41
I may end up working with fluffy as we are in the same house together! Hence I may also end up trying to imbed his sounds at some point, but I suppose we can cross that bridge later (and I will be asking for pointers). Hopefully it will just be a case of naming the right filetype and dropping it somewhere.

I sat through the making of the ff7 video and he definately knows his stuff!
Title: Re: New home grown sound effects/Foley work
Post by: dkma841 on 2014-06-03 14:02:40
.
Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-06-03 14:41:31
Wow loving those sound effects best so far! :D

well i'm halfway through the FMV of Sapphire Weapon attacking Junon.  I'll upload it for you to watch now.

keep in mind that i haven't actually mixed it at all yet.  only creative mixing, no corrective/placement mixing.  It's still very rough mix wise.  The second half still isn't complete.  the artillery barrage needs work and so does all following stuff.
Title: Re: New home grown sound effects/Foley work
Post by: LeonhartGR on 2014-06-03 14:45:48
Amazing work man! I'd prefer to listen to the sword sound more like a slash with a "zing" finish sound in the end if this is possible...
Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-06-03 14:49:26
http://s1152.photobucket.com/user/fluffybumthecat/media/ScreenShot2014-06-03at152652_zps8d79cace.png.html?filters[user]=140441179&filters[recent]=1&sort=1&o=0


video so far

https://www.youtube.com/watch?v=PsZWeCkljqg&feature=youtu.be

youtube upload messed up my roar at the end though...  not sure why it doubled it.

Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-06-03 14:50:17
Amazing work man! I'd prefer to listen to the sword sound more like a slash with a "zing" finish sound in the end if this is possible...

yeah i get what you mean.  i'll work on it soon.  I have to leave for work very soon though so i'll look at it when i get back tonight maybe if i have the time
Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-06-03 14:51:24
http://s1152.photobucket.com/user/fluffybumthecat/media/ScreenShot2014-06-03at152652_zps8d79cace.png.html?filters[user]=140441179&filters[recent]=1&sort=1&o=0

wrong link

(http://i1152.photobucket.com/albums/p484/fluffybumthecat/ScreenShot2014-06-03at152652_zps8d79cace.png) (http://s1152.photobucket.com/user/fluffybumthecat/media/ScreenShot2014-06-03at152652_zps8d79cace.png.html)
Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-06-03 15:13:39
http://s1152.photobucket.com/user/fluffybumthecat/media/ScreenShot2014-06-03at152652_zps8d79cace.png.html?filters[user]=140441179&filters[recent]=1&sort=1&o=0


video so far

https://www.youtube.com/watch?v=PsZWeCkljqg&feature=youtu.be

youtube upload messed up my roar at the end though...  not sure why it doubled it.

I also just gave it a listen through my mixing speakers and it sounds very harsh. Try ignore that and any high pitch clicking/glitches. Like i said, not really even half way through and no mixing. I'll address any issues after work
Title: Re: New home grown sound effects/Foley work
Post by: dkma841 on 2014-06-03 16:26:25
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Title: Re: New home grown sound effects/Foley work
Post by: Covarr on 2014-06-03 16:55:58
This is some impressive stuff. I like what I'm hearing.
Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-06-03 18:46:47
Well I'm looking for work!
Title: Re: New home grown sound effects/Foley work
Post by: Scrat on 2014-06-04 20:45:55
I was thinking about the request for a zing in the buster sword animation, This would be good, but should be saved for crit hits like the original in my opinion.

Also, would it be worth fluffy building different sounds for the same effect? Can 7th heaven or a program like it mix up the sounds so that you don't get the same effect every time? or at least so that different enemies receive hits differently (Metal monsters would make a different sound to fleshy monsters)

Could be generating you a great deal of work just there mate!
Title: Re: New home grown sound effects/Foley work
Post by: Kaldarasha on 2014-06-04 21:41:14
I was thinking about the request for a zing in the buster sword animation, This would be good, but should be saved for crit hits like the original in my opinion.

Also, would it be worth fluffy building different sounds for the same effect? Can 7th heaven or a program like it mix up the sounds so that you don't get the same effect every time? or at least so that different enemies receive hits differently (Metal monsters would make a different sound to fleshy monsters)

Could be generating you a great deal of work just there mate!

It will need a new tool for that, something similar like ff7music but for sounds. 7th Heaven can't  randomly change the sound.
Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-06-05 06:36:09
It will need a new tool for that, something similar like ff7music but for sounds. 7th Heaven can't  randomly change the sound.

It would be great if a script randomly chose hit sounds or chose them dependant on enemy type
Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-06-08 12:58:56
This said, if anyone wants specific Sfx or attack sounds. Just tell me and include a video on YouTube or whatever to show my which sound you want. Or describe it (I.e clouds attack and crit hit). Try include any specifics or preferences or a particular sound that you want it to be like. Pm me
Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-06-09 14:13:21
https://www.youtube.com/watch?v=rqv9HSZf0go&feature=youtu.be

right.  all i'm going to do until there's a specific chain/plan in who's doing what/what i'm doing or what's needed.  it's an update, not finished, don't see any point in working more on this until i know what section of the game i'm needed to actually work on.  enjoy
Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-06-17 18:40:15
If anyone has a project that needs audio. Message me
Title: Re: New home grown sound effects/Foley work
Post by: Hellbringer616 on 2014-06-17 21:23:16
Granted i am just one voice, But i can give you some direction where your wonderful skills could be used:

* Element sound effects are terrible, Fire is choppy 8-bit garbage, Thunder is.. questionable at best, Ice isn't so bad, But i'd love to see what you could do to it.

* Obviously the battle effects, specifically bullets and explosions, are dated.

just with those I'd think you'd be busy for a while, Than again, you seem well versed in your craft. So you'll probably have them done in a day haha. Now i'm not sure if you wanted to be provided the sounds or not, You seemed to do a great job picking them yourself. So i left it at that :P
Title: Re: New home grown sound effects/Foley work
Post by: EQ2Alyza on 2014-06-17 22:20:38
Link
 (http://www.mediafire.com/?53nrwz2psj84v4t)
Link
 (http://www.mediafire.com/?97qzqhe40p4ege8)
Link
 (http://www.mediafire.com/?bbkgpu27j11426t)
Recreating those would go a long way for the sound of the game. We haven't worked on sound effects in ages, and they have a lot of volume and clipping issues.
Title: Re: New home grown sound effects/Foley work
Post by: luksy on 2014-06-18 04:53:26
I made this (http://forums.qhimm.com/index.php?topic=12755.0) a while back for switching sound effects in and out, as long as you save your effects as MS ADPCM you should just be able to repack them. Looping sfx will require a little fiddling.
Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-06-18 07:54:48
Granted i am just one voice, But i can give you some direction where your wonderful skills could be used:

* Element sound effects are terrible, Fire is choppy 8-bit garbage, Thunder is.. questionable at best, Ice isn't so bad, But i'd love to see what you could do to it.

* Obviously the battle effects, specifically bullets and explosions, are dated.

just with those I'd think you'd be busy for a while, Than again, you seem well versed in your craft. So you'll probably have them done in a day haha. Now i'm not sure if you wanted to be provided the sounds or not, You seemed to do a great job picking them yourself. So i left it at that :P

Right, I'll get onto recreating some battle sounds. Starting with the playable characters etc etc. thanks

Link
 (http://www.mediafire.com/?53nrwz2psj84v4t)
Link
 (http://www.mediafire.com/?97qzqhe40p4ege8)
Link
 (http://www.mediafire.com/?bbkgpu27j11426t)
Recreating those would go a long way for the sound of the game. We haven't worked on sound effects in ages, and they have a lot of volume and clipping issues.

Okay as soon as I get on my laptop I'll look through them. All I've got today is a room to clean then work in 7 hours so could get a lot done.

I made this (http://forums.qhimm.com/index.php?topic=12755.0) a while back for switching sound effects in and out, as long as you save your effects as MS ADPCM you should just be able to repack them. Looping sfx will require a little fiddling.

I'm on mac so I'm unsure if I can do packaging for the game. I'll look as soon as on laptop
Title: Re: New home grown sound effects/Foley work
Post by: luksy on 2014-06-18 08:29:28
I can recompile for mac easily enough if necessary.

Here you go (https://dl.dropboxusercontent.com/u/3227870/sfxedit_osx.zip), they might a different version of the CRT so let me know if they don't work and I'll rebuild them with a static lib.
Title: Re: New home grown sound effects/Foley work
Post by: Kaldarasha on 2014-07-05 10:39:12
Hey fluffybumthecat,
You have asked for work, haven't you? Well here we go. I need several ambient background sounds: busy city, dirty slum, suspicious black market, temple in the wood, deep forest, what ever you could imagine for the field scenes. This will be a lot of work, but it would be worth the effort.

PS: Your name reminds me on this:
(http://s14.directupload.net/images/140705/8yp58liv.jpg)
Title: Re: New home grown sound effects/Foley work
Post by: Shademp on 2014-07-06 15:45:39
That's some awesome work you made there, Fluffybumthecat!

I sent a pm to you 1 1/2 weeks ago about possible work, but I just read that the email notifications on Qhimm isn't working right now. So I'm alerting you to the mail via your thread instead. If you haven't noticed it yet, please check your messages for the mail I sent 12 days ago. =) Please send a reply via personal message and not on the forum.
Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-07-06 15:50:40
Hey fluffybumthecat,
You have asked for work, haven't you? Well here we go. I need several ambient background sounds: busy city, dirty slum, suspicious black market, temple in the wood, deep forest, what ever you could imagine for the field scenes. This will be a lot of work, but it would be worth the effort.

PS: Your name reminds me on this:
(http://s14.directupload.net/images/140705/8yp58liv.jpg)

Is this busy city to include car/vehicle noises?  I'm working on that right now.  just got back from 2nd anniversairy holiday with gf so been away for a bit.  I'll take the initiative and do it with traffic for now.  What city did you have in mind?  Slums will be interesting.

EDIT:

here's about 45 mins of work, just a quick hashup, is this what you had in mind for busy city?

http://www.mediafire.com/listen/y3nlidlfvpyxc2k/Busy_City_DONE.wav
Title: Re: New home grown sound effects/Foley work
Post by: Kaldarasha on 2014-07-07 11:44:39
Can you make the car noise a bit more silence? I plan to use this for Upper Midgar, maybe Junon too. But there isn't much traffic seen (I guess I should ask Scrat to make some cars). After the explosion of Reactor1 should be also there some sound of the fire department and of the military police.

The slums should sound possibly a little bit like a train station, because the main pillar is seen from every point in the slums, so the trains which drive there should also be heard at any point in the slums. I would also add some echo effects to the train sound regarding the architecture of Midgar.
Title: Re: New home grown sound effects/Foley work
Post by: LeonhartGR on 2014-07-07 12:33:07
Also this sounds more like a modern city... as far as I remember Midgar used to have old cars...  :wink:
Title: Re: New home grown sound effects/Foley work
Post by: Kaldarasha on 2014-07-07 13:20:48
I think they couldn't made it better. Midgar is a high tech city, even the intro shows a lot of traffic, but then you don't see anything of it in game. The ambient sound will definitely help to let the city feel BIG.

(You know the Highway minigame would be a lot cooler if there would be some traffic on it. Some thing like the Burnout games. But if I look at the bike minigame they plan to make for the mobiles, I fear they will create another Tron race minigame with thousands of effects.)
Title: Re: New home grown sound effects/Foley work
Post by: fluffybumthecat on 2014-07-07 16:24:55
I need stuff like that specified to be honest. Can't just slap sound to something where you can't see what is on view. Post some screens of the area you want and I'll go from there
Title: Re: New home grown sound effects/Foley work
Post by: Kaldarasha on 2014-07-10 21:10:00
I knew that some kind of preview is needed for inspiration. For you are this pictures for me is it music. You could use Makou Reactor to extract the image of a scene. It would be better if someone would help you out with it and give you some raw background information to the scene. I would love to do it, but I want to go back to overhauling the models, so I can't offer much time to other projects.
Title: Re: New home grown sound effects/Foley work
Post by: Kaldarasha on 2014-07-29 16:16:27
So I will first finish Deus EX Human Revolution DC.

After that I will post for you the field screens with some thoughts I have to the them.
I think the structure will be:

This should be enough to give you an idea what ambient sound will suits the best.

This will be a long time project and I think best is to start with the bombing mission, so we will see how well this will look sound. However only one channel for the ambient sound might not be enough.
Title: Re: New home grown sound effects/Foley work
Post by: ficedula on 2014-07-29 19:38:27
This will be a long time project and I think best is to start with the bombing mission, so we will see how well this will look sound. However only one channel for the ambient sound might not be enough.

I have a new version of Ultrasound (don't think I uploaded it yet?) that supports multiple background/ambient sounds, so let me know if you need to test this - it should work fine...
Title: Re: New home grown sound effects/Foley work
Post by: Kaldarasha on 2014-07-29 22:03:55
Can you work with this?
Quote
(http://s1.directupload.net/images/140729/4xf6ncri.png)
Scene name:
   District 1,Station
Denotation:
   A scene to introduce the main character in a cool way and involving the player fast into the game.
   It is a good start because it directly hands over the control to the player and give him enough freedom to test  things.
Suggestion:
   This is the upper city of Midgar. The intro shows some traffic, but there is none seen ingame.
   So I would suggest that the sound from a distant highway is heard. I would paste the scene to an industrial complex,
   where heavy machines are working. Maybe sometimes someone is yelling an 'Eh!' to warn someone else.
Sound Sources:
   1. The train machine may make some noise.
   2. There is a ventilator in the next scene, so maybe it should be heard too.
If it's OK for you to get an impression then I will go on and make more scenes.

I have a new version of Ultrasound (don't think I uploaded it yet?) that supports multiple background/ambient sounds, so let me know if you need to test this - it should work fine...

That sounds great, but yeah you haven't uploaded it yet.
Title: Re: New home grown sound effects/Foley work
Post by: ficedula on 2014-08-01 11:51:46
Can you work with this?If it's OK for you to get an impression then I will go on and make more scenes.

That sounds great, but yeah you haven't uploaded it yet.

Uploaded - see the Ultrasound topic.
Title: Re: New home grown sound effects/Foley work
Post by: Seraphim87 on 2014-09-09 04:08:35
http://forums.qhimm.com/index.php?topic=15527.0

Just wanted to draw this topic to your attention to this.  If you finish with FF7, FF8 could always use better sound effects as well! ;)