Hi guys, do you know how to edit voice to selendis one? i really need it. (Audacity)
Protoss voices are interesting because how Blizzard does it is based on the waveform / sound form and not based on any pre-established formula. They manipulate it to where it sounds best. For example, that leading 'ghost' sound that occurs when Protoss speak is longer for some Protoss than others. It makes sense, as like people, it's almost certain they would all have their own uniqueness.
That said, there are three components for manipulating any Protoss voice, including the female voices.
- Flange (This is a subtle manipulation of the clarity of the wave form. There are many different types of flange (usually in presets) with sound software. A light flange that adds just a hint of the voice 'not' being entirely human, but not so much that it warbles like a zerg voice
- Pitch (As SpringStorm said) most Protoss voices require a dip in the timbre. Lower the pitch by an octave at a time and see what happens. Protoss tend to have deep voices. Not to say that there aren't any with high pitched voices, but even Artanis in StarCraft 1, being youthful, had a deep resonant voice
- Reverb and Echo (The reverb is what creates that 'ghost' sound in front of Protoss words. Just reverse the sound form, add a reverb to it while it's reversed, then flip it back to normal. You'll have to toy with reverb settings to see which is best suited to that particular voice. Echoes are what follow the sound. For Protoss they should be subtle and may not be suitable for every voice. The echo is added when the sound form is normal (not reversed) and should be added 'after' the reverb. Add it before the reverb and the reverb 'ghost' sound gets jacked)
Hello! I'm StringStorm. I'm a voice actor, sound designer, and a musician. And in this is the thread where I'll be dumping some of my voice work, sound effects, or music that are all starcraft related or inspired for you guys to listen to or maybe use in your projects. Maybe you'll like it and consider putting me on your project or whatever.
Anywho, here's a voice filter sample I did a month ago:
Here's an attempt to improve my trailer-ish voice:
Here's a personal favorite. Its the dragoon from SCBW!
More posts to follow! :3
I must say you have two really great things going here. First, the mic you are using (or the room in which you are recording) has no ambient reverb which is a B*(#@ to remove in post-production. And since you're using a condenser mic which is notorious for picking up 'everything,' kudos!!!
Second, you have that real deep timbre to your voice (like Zeus Legion (Moloch and others from TAC for those who do not know)) which really lends itself for a GREAT recording and for flanging and other sound form manipulation. I think the TAC team will snap you up in a heartbeat between the sound quality and the vocal range you likely have.
I also like to know if I can view the Marines from "Mass Recall" Mod and the Dominion Team-Kill from WOL campaign?
Thanks!
For the question about SC1, Arcane is correct. You cannot view them in the Galaxy Editor because they aren't models. Every frame of unit animation is a separate image, and those images are joined together like a cartoon or film reel. Think of them as animated .gifs.
Now for Mass Recall and other SC2 campaigns, as long as you can access the model within the mod, yes you can view it in the editor.
I actually spent a lot of time studying installation missions of all sorts and the originals to help me find out exactly how they work and what makes them so good. In the end, I threw together a bare bones zerg installation mission and it turned out very well. It's late atm of typing this out, so I may be forgetting something, but here are the 2 main things I can think of that are important.
1: Events - I think the little interactions and "minigames" that go on throughout an installation mission can be really enjoyable and adds to the flavor of it. In the UED installation mission for example, they have a section where you capture these goliaths with your marines before the enemy pilots take them first. These can also just be smaller interactions like the marine threatening to blow an aggression inhibitor if he doesn't give him the access code. That whole installation mission was very well done.
2: The Pace - This is a bit more complex of a point, but I discovered that the games aren't all that fun if you can sit there and regen for 10 minutes for the next fight. In my installation mission that worked, I had discovered that zerg tend to feel a lot more fun to play when the player is forced to play really aggressive. I made 2 versions of this, one in sc1 and one in sc2. The one in sc1 gave you lots of units, especially zerglings and it had a long string of enemies to fight and it wasn't afraid of giving your opponents splash damage, so it encouraged players to keep pushing forward and it really fit the style that is the zerg. The one in sc2 actually had a timer about a quarter of the way through which forced you to keep engaging the next group of enemies before you could recover any life. I've been trying my best to find out what makes terran and protoss installation missions work, but for now, I only have a theory that the terran pacing should be more about resource management. Thinking of something along the lines of being chased and you can sacrifice units in order to delay whatever's chasing you, plus you have few or no medics, so you'd have to try and keep your weak units alive; but that's all just in theory, haven't quite figured it out yet.
Anyway, I can show you my test map if you wanna PM me and you can take notes on what you like/don't like if you want more.
A solid installation mission benefits from the following based on my experience with them:
- It should be well paced ('filler content' should be minimized since there's often no macro in this type of mission)
- Tactics required for success can juice up the challenge and fun factor (using unit abilities to make or break the player's success for example)
- Player down-time should be minimized (such as not needing time to regenerate health or shields)
- As long as objectives are varied, the missions can be long or short as the story needs
- Try to be unpredictable in what happens (unpredictability makes for interesting content)
With our remakes of Psionic Storm and Negative Suns now wrapping up, we've pulled back the curtain today on our next project: Thoughts in Chaos, our fan version of the unfinished third episode of the Antioch Chronicles. Things are going quite well, but we could definitely use help in the following: Voice Actors
In order to produce a campaign worthy of being called the Antioch Chronicles, we'll need a fairly large amount of voice work. Visit our voice acting page for information about joining the cast! We've got big parts, medium parts, and bit parts, and need a great variety of help! Map Work Artist/Modeler
This position would include minor modifications to existing models (removing weapons, changing textures, etc) We would also be happy to include some custom models if you are so inclined, but for the most part this position would involve modifications more than creation. Data/Trigger/General Galaxy Editor
This is a pretty general role, we’re looking primarily somebody to help with triggering our maps, this would involve creating unique and interesting game play mechanics and the creation of in-game cinematics for voice over work. If you have experience with ability creation or other editor functions that is a plus but not necessary.
All positions should be team players and willing to put time into the project. We understand that people have lives and we aren’t in a rush to get things out the door, we want a quality product. All we ask is that any time you say you will commit to us, you follow through on. At this time we don’t use deadlines, though when closer to release we might need to in order to make certain goals. We’re a pretty laid back group overall, familiarity with SVN is a plus for all positions but is not necessary. Willingness to use SVN and our particular communication channels are a must. (For more information on SVN visit http://tortoisesvn.net/)
I am absolutely ecstatic to see this project being completed. TAC was such a mainstay of the SC1 campaign community. To see Episode 3 realized for SC2 would be nothing short of amazing.
It's still quite possible to improve upon everything that I point out in the video. But yes, I do try to make sure that people know that it's not an attack on their project, but that I'm simply using their project as a vehicle to explain my points and help educate others.
If you plan on focusing on writing and executing a well-constructed story, there will be lots of dialogue and lengthy cinematic experiences. That just comes with the territory. They wouldn't complain about it if Blizzard did it, so if you can produce a well-choreographed cinematic that explores a portion of your story in such a manner that it sheds more light on it for your players, there's no reason to not take that opportunity and run with it. It ultimately comes down to what kind of focus you have as a developer. I'm of mind that all three disciplines, story, gameplay, and aesthetic, should all be equally considered during the developmental phases of a project and should all be of comparable quality.
While 'codex' items aren't a bad idea for non-critical story elements, anything you can offer players through text can be better presented through a cinematic (or a briefing, in the case of SC:BW). The only reason you'd need to include prologue/epilogue text, as you referred to it as, is if you're offering a recap to refresh players in between missions - and even then, an argument can be made that attentive players won't need it, thus encouraging inattentive ones to pay more heed to the dialogue and the story. Still, I understand why so many people believe that text has merits. It's one of the reasons I spent so much time explaining why it's better to show than to tell.
In the future I'll play through the reference material to completion in order to better encapsulate my points without being distracted. I had a lot of commentary on my mind and was only able to select a few choice bits. I'll likely take some of your suggestions for the next episode, to help streamline its efficacy as an educational tool.
Sending the creator the longer video is an interesting option. I'm thinking about having a 'long-form' live recording where I explain in detail what I mean (in the same style as the single video that's up for Vortex of the Void), and releasing it to the public alongside a shorter, more condensed video that offers the same points with more brevity for those who are less interested in the finer details. That seems to run counter to my original 'in-depth' approach, but I think it'll offer something for every kind of viewer, which will help teach them regardless of which video they choose to watch.
I appreciate both the praise and the suggestions! I'll definitely be working towards the next video very soon, so hopefully you'll see more in the coming weeks and months. I'll post here when there is an update. Thanks for your interest in both the community and the series itself!
I specifically chose Vortex of the Void because it seemed like a stable, final version of a project so that I wouldn't be spending all this time explaining the positives and negatives of a map or series of maps that could potentially be updated to fix several flaws (or even introduce new ones). Additionally, I explicitly stated early on in the video that I was attempting to make this series a departure from my normal, caustic commentary in order to explain in an educational manner what the objective good and objective bad of the reference material actually is. The latter half of your paragraph here is difficult to understand, so maybe you can reword it. What do you mean that I can 'do more than just talk'? And how have I demonstrated an inability to tell the difference between good and bad critique? My ultimate goal is to use this video series to improve both my ability as an entertainer and the overall ability of the community to produce quality content.
If anything, the goal of these videos is actually to get people more excited for custom content, because the better the projects are, the more enjoyable they will be to all kinds of players. Hopefully, once I iron out exactly how to produce this kind of content, the videos won't run any risk of turning people off to the scene, as that was not my intention at all. I simply wanted to start discussions regarding the steady improvement of custom campaigns (and other custom content) from the ground up, through design philosophies.
I mention this above but my 'hierarchy of importance' would actually involve placing all three disciplines - story, gameplay, and aesthetic - dead even with one another. They are all equally important, as they all immerse the player in the overall experience and they all lend to the objective quality of the project as a whole. Each individual discipline might have more important focuses, such as ironing out the main premise of a story before handling the smaller details or planning out the flow of a mission's gameplay before testing comparatively minute tasks like difficulty scaling, but the holistic focus of your project should be to create as close to a perfect balance of quality between all three disciplines as possible, so as to make your project more consistent (and thus, more immersive).
One of the focuses of the developmental stage of any project is figuring out an overarching plan for how you will go about creating the characters, the story, the maps, and any additional mechanics (new units, new abilities, etc.). Maybe coming up with a more concrete plan would help you out?
Thanks everyone for your interest. I'll do my best to deliver a more cogent video next time around!
It's dangerous to move down this path due to the fragility of the SC2 modding community. The complexity involved in with the SC2 editor makes it a barrier to entry for aspiring mapmakers on its own merits. Add a perception of community nitpickiness (at best) and contempt (at worst) and the mapmaker will ask 'why the hell would I want to make a map only to be drawn and quartered for my trouble?'
There should be only one focus in any map making endeavor and that's really whether or not a person(s) enjoys the experience of playing the end product. I'd like to see a renaissance of mapmaking for SC2 the way we saw it for SC1. The people here, at SC2 Mapster, are among the vanguards for this. Will you welcome aspiring mapmakers with open arms? Or will you pick the 'flaws' as you perceive them to death?
If someone actually puts out a single player experience, that should be cherished as Blizzard primarily supports the multi-player components, and advocates creation of maps akin to tablet games. It's like cartoons today. Back when I was growing up we had cool story driven cartoons like Transformers and the Real Ghostbusters. These days you have Dora the Explorer and SpongeBob. The SC community is steered much in the same direction. A devolving sense of gameplay, because that's what is placed in front of people. Multi-player maps like tower defense and hero wars with the occasional single player thrown into the mix by some enterprising map maker.
So when someone does come along and makes a single player experience, embrace it, cherish it. The more people who feel welcome, the more people will come. And maybe, over the course of a short bit of time, we can create a real community out of the efforts.
Well, for all I know, even old campaigns like LotC and VotF in the past used video-game/movies/anime soundtracks and there was never much lawsuit, so I wouldn't expect much of a reaction from official people. But, for courtesy (and if we want to research), it's nice to credit the music used by it's name, the source and the author. Something like this (For example purposes): Boss Battle Music - The Kyln Escape - Tyler Bates, Guardians of the Galaxy OST
Royalty Free music is the way to go. In the old LotC, please remember that I was given a cease and desist by Blizzard (when Havas owned it) because I advertised LotC as a 'campaign' instead of a 'mod' and they felt that would confuse players into thinking it was a Blizzard produced product. They also didn't like that I had a Paypal link for donations. In the end they let me keep the 'campaign' designation but I had to dump the paypal thing. I bring this up only to illustrate that these single player campaigns do get attention from those you may not think give a crap. I imagine that could include the music industry.
The fact that these single player custom campaigns are released with $0 profit for the mapmaker offers some protection and reduces the likelihood of a true law suit since there's no profit involved. At most they'd probably do a cease and desist and say 'remove this music.' But, there's always a risk they'll use you as an example. So, to be on the safe side, if you can use royalty free music, use that. Just read the terms of the license to make sure it's open-ended for non-profit ventures.
Cutting right to the chase, I'm looking for someone (or someones) out there who have the skills as follows:
- Able to create low poly models that look great for import into SC2, complete with the necessary textures and maps to blend well with regular Blizzard created units
- Able to create portraits to accompany those units
- Able to rig / animate that artwork
- Able to import that artwork into maps and calibrate the unit editor to support them as needed to support the campaign experience
I realize that this will likely be the task undertaken by several individuals. While I cannot profit from this upcoming venture lest I violate Blizzard's EULA, that doesn't mean I can't pay team members to contribute, and pay I will.
When you respond / reply (or not to be presumptuous, if you respond / reply :), please make sure to include the following:
- Do you charge by unit / portrait or per hour? (The former is my preference)
- Either way what is your rate? Don't worry I don't scare easy. (I do scare, but not easy)
- What can you do? (3d modeling, rigging, animation, SC2 import, unit editor configuration for new graphics, or more than one of these?)
- What is your availability? (It won't do either of us any good if you have an hour a week to work on this)
- Are you willing to discuss details via skype, teamspeak or something of that nature? Much easier than emails.
- Are you willing to sign an NDA? (Non-disclosure agreement)
- Are you willing to sell ownership rights of the graphics to me (though you could still use those in your portfolio for work etc.)
- Do you have a sample of completed projects you can share?
- What time zone do you live in?
Please respond either in this post or by private message (your choice)
0
Protoss voices are interesting because how Blizzard does it is based on the waveform / sound form and not based on any pre-established formula. They manipulate it to where it sounds best. For example, that leading 'ghost' sound that occurs when Protoss speak is longer for some Protoss than others. It makes sense, as like people, it's almost certain they would all have their own uniqueness.
That said, there are three components for manipulating any Protoss voice, including the female voices.
- Flange (This is a subtle manipulation of the clarity of the wave form. There are many different types of flange (usually in presets) with sound software. A light flange that adds just a hint of the voice 'not' being entirely human, but not so much that it warbles like a zerg voice
- Pitch (As SpringStorm said) most Protoss voices require a dip in the timbre. Lower the pitch by an octave at a time and see what happens. Protoss tend to have deep voices. Not to say that there aren't any with high pitched voices, but even Artanis in StarCraft 1, being youthful, had a deep resonant voice
- Reverb and Echo (The reverb is what creates that 'ghost' sound in front of Protoss words. Just reverse the sound form, add a reverb to it while it's reversed, then flip it back to normal. You'll have to toy with reverb settings to see which is best suited to that particular voice. Echoes are what follow the sound. For Protoss they should be subtle and may not be suitable for every voice. The echo is added when the sound form is normal (not reversed) and should be added 'after' the reverb. Add it before the reverb and the reverb 'ghost' sound gets jacked)
0
I must say you have two really great things going here. First, the mic you are using (or the room in which you are recording) has no ambient reverb which is a B*(#@ to remove in post-production. And since you're using a condenser mic which is notorious for picking up 'everything,' kudos!!!
Second, you have that real deep timbre to your voice (like Zeus Legion (Moloch and others from TAC for those who do not know)) which really lends itself for a GREAT recording and for flanging and other sound form manipulation. I think the TAC team will snap you up in a heartbeat between the sound quality and the vocal range you likely have.
0
Does this mean we can expect some cool custom content from you by chance?
0
For the question about SC1, Arcane is correct. You cannot view them in the Galaxy Editor because they aren't models. Every frame of unit animation is a separate image, and those images are joined together like a cartoon or film reel. Think of them as animated .gifs.
Now for Mass Recall and other SC2 campaigns, as long as you can access the model within the mod, yes you can view it in the editor.
0
A solid installation mission benefits from the following based on my experience with them:
- It should be well paced ('filler content' should be minimized since there's often no macro in this type of mission) - Tactics required for success can juice up the challenge and fun factor (using unit abilities to make or break the player's success for example) - Player down-time should be minimized (such as not needing time to regenerate health or shields) - As long as objectives are varied, the missions can be long or short as the story needs - Try to be unpredictable in what happens (unpredictability makes for interesting content)
0
I am absolutely ecstatic to see this project being completed. TAC was such a mainstay of the SC1 campaign community. To see Episode 3 realized for SC2 would be nothing short of amazing.
0
It's dangerous to move down this path due to the fragility of the SC2 modding community. The complexity involved in with the SC2 editor makes it a barrier to entry for aspiring mapmakers on its own merits. Add a perception of community nitpickiness (at best) and contempt (at worst) and the mapmaker will ask 'why the hell would I want to make a map only to be drawn and quartered for my trouble?'
There should be only one focus in any map making endeavor and that's really whether or not a person(s) enjoys the experience of playing the end product. I'd like to see a renaissance of mapmaking for SC2 the way we saw it for SC1. The people here, at SC2 Mapster, are among the vanguards for this. Will you welcome aspiring mapmakers with open arms? Or will you pick the 'flaws' as you perceive them to death?
If someone actually puts out a single player experience, that should be cherished as Blizzard primarily supports the multi-player components, and advocates creation of maps akin to tablet games. It's like cartoons today. Back when I was growing up we had cool story driven cartoons like Transformers and the Real Ghostbusters. These days you have Dora the Explorer and SpongeBob. The SC community is steered much in the same direction. A devolving sense of gameplay, because that's what is placed in front of people. Multi-player maps like tower defense and hero wars with the occasional single player thrown into the mix by some enterprising map maker.
So when someone does come along and makes a single player experience, embrace it, cherish it. The more people who feel welcome, the more people will come. And maybe, over the course of a short bit of time, we can create a real community out of the efforts.
0
Royalty Free music is the way to go. In the old LotC, please remember that I was given a cease and desist by Blizzard (when Havas owned it) because I advertised LotC as a 'campaign' instead of a 'mod' and they felt that would confuse players into thinking it was a Blizzard produced product. They also didn't like that I had a Paypal link for donations. In the end they let me keep the 'campaign' designation but I had to dump the paypal thing. I bring this up only to illustrate that these single player campaigns do get attention from those you may not think give a crap. I imagine that could include the music industry.
The fact that these single player custom campaigns are released with $0 profit for the mapmaker offers some protection and reduces the likelihood of a true law suit since there's no profit involved. At most they'd probably do a cease and desist and say 'remove this music.' But, there's always a risk they'll use you as an example. So, to be on the safe side, if you can use royalty free music, use that. Just read the terms of the license to make sure it's open-ended for non-profit ventures.
-Oracle
0
@DeltaCadimus: Go
You will just have to wait and see.
0
@MaskedImposter: Go
It's more than that. His timing to pick up LotC in SC1 however was very fortuitous. I'd say more, but I don't want to spoil anything.
0
@DeltaCadimus: Go
Oracle 67 I think is the old username. Every time I've tried to reset my password, the page fails to send me an email, so here I am :)
It's one of those things though. Believe me. Don't believe me. What's going to prove it is imminent.
0
@DeltaCadimus: Go
@DeltaCadimus
Yes it's me. And never dead, just...dormant.
0
Hi all,
Cutting right to the chase, I'm looking for someone (or someones) out there who have the skills as follows:
- Able to create low poly models that look great for import into SC2, complete with the necessary textures and maps to blend well with regular Blizzard created units
- Able to create portraits to accompany those units
- Able to rig / animate that artwork
- Able to import that artwork into maps and calibrate the unit editor to support them as needed to support the campaign experience
I realize that this will likely be the task undertaken by several individuals. While I cannot profit from this upcoming venture lest I violate Blizzard's EULA, that doesn't mean I can't pay team members to contribute, and pay I will.
When you respond / reply (or not to be presumptuous, if you respond / reply :), please make sure to include the following:
- Do you charge by unit / portrait or per hour? (The former is my preference) - Either way what is your rate? Don't worry I don't scare easy. (I do scare, but not easy) - What can you do? (3d modeling, rigging, animation, SC2 import, unit editor configuration for new graphics, or more than one of these?) - What is your availability? (It won't do either of us any good if you have an hour a week to work on this) - Are you willing to discuss details via skype, teamspeak or something of that nature? Much easier than emails. - Are you willing to sign an NDA? (Non-disclosure agreement) - Are you willing to sell ownership rights of the graphics to me (though you could still use those in your portfolio for work etc.) - Do you have a sample of completed projects you can share? - What time zone do you live in?
Please respond either in this post or by private message (your choice)
Destiny Awaits -Oracle