Don't worry about Adobe Audition, you can get a lot done with a free audio editor and there are plenty out there. There are also countless free effects plugins for you to use with them as well :)
That's cool to know that you've tried something similar.
A kind of work around is to have the volumes of the layer, (when they're "off") set to a a very small percentage. As long as there's another layer playing or the level ambience, the other layers shouldn't really be audible. There is a slight problem with higher pitch sounds however, which tend to cut through everything else even at low volumes. But this can be pretty much solved by applying a low pass filter to the entire music sound channel when none of the layers are "on". I think that DSP effects were enabled with HOTS? I hadn't seen the option up until recently.
Until I find a proper solution this method will have to do.
Thanks to both of you for testing this, at least it's good to know it's not just a problem on my end. I'll have another look to see if there's a flag in the data entry that might fix it. Maybe assigning the sounds to a different sound channel other than "music" might be worth a shot as well. I guess FX, dialogue etc could be prioritised over music and might not have the same problem.
Also, once I've got this sorted I'm going to be releasing the music systems I've been working on, hopefully in the near future. And I'd love to get some feedback from anyone interested.
I'm in the process of designing some dynamic music systems for SC2 maps.
However, I've hit a bit of a problem with audio synchronisation, and would really appreciate it if a few people would help me test something.
The system I'm currently working on is based on using a piece of music that is split into multiple layers, for example, the different instruments in a band or sections of an orchestra. The volume of each layer is then controlled by specific game parameters tied to that layer; the health of a base, proximity of enemies or the amount of resources collected for example.
In order to stay synchronised all the layers are started together and remain playing even when their volume is turned down. The problem I've found however is that when a layer's volume is set to 0% it will sometimes lose sync. I've experimented with setting the volume to very small percentages (small enough not to be heard) and this seems to somewhat solve the problem. However, the specific percentage volume I have to use seems to be different depending on the particular music used. This leads me to believe that the music might be losing sync when it drops below a certain dB threshold. Maybe the audio engine de-prioritises sound that it thinks is inaudible?
If anyone has a spare 5 minutes to test out the two maps that I have attached, to see if they get the same results as me, I would be very grateful. They are two versions of the same level, in one the volume gets turned down to 0%, in the other it gets turned down to 0.3%.
In the level you'll see a play button that will start a drum loop (I know, it's very very boring but I wanted to make it simple so the synchronisation would be obvious). Press the Snare button to turn it off, leave it for a bit, turn it on again, leave it again etc. Just generally try to mess up the sync by turning it on and off. Now if you could possibly do the same again for the second level.
Hopefully you'll get the same results as me, with AudioSyncTest_01 going out of sync, and AudioSyncTest_02 staying in sync.
Most if not all SC2 audio files are compressed to .ogg format. The amount of quality lost will depend on how small you need the files to be. I wouldn't worry too much about this though; even if you heavily compress the audio your average player probably wont pick up on it, especially when they're concentrating on the rest of the gameplay.
Other than layering these with your voice recordings, a subtle distortion applied to all the layers might help tie everything together. I'm not sure if Audacity comes with any distortion effect (last time I used it it didn't), but this free plugin should do the trick: http://free-loops.com/vst-plugin-39.html
Drag it into Audacity's plugins folder and you should see it in the effects tab under "Atomsplitter Audio: Distroyr". I would suggest using the overdrive for that radio like effect.
Well if you do manage to get someone to do it and need some help editing the files give me a shout. I'll try to help as much as I can.
One thing to bear in mind, try to make the original recordings as good as possible, quality wise. It's very difficult to fix that sort of thing in editing.
Similarly to what I described in your other thread, go to the actor, then Sound: Sounds +, then in the What field replace "Medivac_What" with "Medivac_Pissed"
In the Medivac's actor go to Sounds: Sounds +. The Attack field should contain "Medivac_Attack". The same should be the case the the Pissed sounds, i.e. "Medivac_Pissed".
If I understand correctly you're making a mod that contains heroes voiced by pro players? This is an interesting idea, although without knowing the right people it might be hard to get pros to do voice acting for you. Also I'm not sure being a pro player means you're also a good voice actor :)
@FunBotan: Go Many sounds need the Swarm Story dependency. Swarm Campaign doesnt not include all assets or data.
Ah good point, I had the ZZerus01 level loaded. Yeah, so you'll need to add that dependency by going to File > Dependencies > Add Standard > Swarm Story (Campaign). Then you should see the sound entry.
The actual audio file name is zMission_Zerus01_AncientOneUnnamed_133_alt1.ogg btw if you want to create a new sound object.
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@IskatuMesk: Go
Oh don't get me wrong, I completely agree with this.
However, I can't speak for the op, but I wasn't under the impression he was looking to work at professional level.
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@FunBotan: Go
Don't worry about Adobe Audition, you can get a lot done with a free audio editor and there are plenty out there. There are also countless free effects plugins for you to use with them as well :)
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You might want to take a look at this thread:
http://www.sc2mapster.com/forums/development/audio/52329-gradiuss-sound-compendium/#p1
From the thread:
Hope this helps
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Yeah, your best bet is to do the editing externally to the map editor, you can only really tweak the sounds once they're there.
If you're looking for an audio editor, Audacity is a pretty good free program and there are plenty of tutorials online to get you going.
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That's cool to know that you've tried something similar.
A kind of work around is to have the volumes of the layer, (when they're "off") set to a a very small percentage. As long as there's another layer playing or the level ambience, the other layers shouldn't really be audible. There is a slight problem with higher pitch sounds however, which tend to cut through everything else even at low volumes. But this can be pretty much solved by applying a low pass filter to the entire music sound channel when none of the layers are "on". I think that DSP effects were enabled with HOTS? I hadn't seen the option up until recently.
Until I find a proper solution this method will have to do.
0
Thanks to both of you for testing this, at least it's good to know it's not just a problem on my end. I'll have another look to see if there's a flag in the data entry that might fix it. Maybe assigning the sounds to a different sound channel other than "music" might be worth a shot as well. I guess FX, dialogue etc could be prioritised over music and might not have the same problem.
Also, once I've got this sorted I'm going to be releasing the music systems I've been working on, hopefully in the near future. And I'd love to get some feedback from anyone interested.
0
Hi guys
I'm in the process of designing some dynamic music systems for SC2 maps. However, I've hit a bit of a problem with audio synchronisation, and would really appreciate it if a few people would help me test something.
The system I'm currently working on is based on using a piece of music that is split into multiple layers, for example, the different instruments in a band or sections of an orchestra. The volume of each layer is then controlled by specific game parameters tied to that layer; the health of a base, proximity of enemies or the amount of resources collected for example.
In order to stay synchronised all the layers are started together and remain playing even when their volume is turned down. The problem I've found however is that when a layer's volume is set to 0% it will sometimes lose sync. I've experimented with setting the volume to very small percentages (small enough not to be heard) and this seems to somewhat solve the problem. However, the specific percentage volume I have to use seems to be different depending on the particular music used. This leads me to believe that the music might be losing sync when it drops below a certain dB threshold. Maybe the audio engine de-prioritises sound that it thinks is inaudible?
If anyone has a spare 5 minutes to test out the two maps that I have attached, to see if they get the same results as me, I would be very grateful. They are two versions of the same level, in one the volume gets turned down to 0%, in the other it gets turned down to 0.3%.
In the level you'll see a play button that will start a drum loop (I know, it's very very boring but I wanted to make it simple so the synchronisation would be obvious). Press the Snare button to turn it off, leave it for a bit, turn it on again, leave it again etc. Just generally try to mess up the sync by turning it on and off. Now if you could possibly do the same again for the second level.
Hopefully you'll get the same results as me, with AudioSyncTest_01 going out of sync, and AudioSyncTest_02 staying in sync.
Thanks in advance for any help.
0
Most if not all SC2 audio files are compressed to .ogg format. The amount of quality lost will depend on how small you need the files to be. I wouldn't worry too much about this though; even if you heavily compress the audio your average player probably wont pick up on it, especially when they're concentrating on the rest of the gameplay.
0
There are a couple of ok walkie-talkie recordings on Freesound that you might find useful.
http://www.freesound.org/people/IneQuation/sounds/27878/ (static for start/end of transmission) http://www.freesound.org/people/crcavol/sounds/154654/ (clicks and background static)
Other than layering these with your voice recordings, a subtle distortion applied to all the layers might help tie everything together. I'm not sure if Audacity comes with any distortion effect (last time I used it it didn't), but this free plugin should do the trick: http://free-loops.com/vst-plugin-39.html
Drag it into Audacity's plugins folder and you should see it in the effects tab under "Atomsplitter Audio: Distroyr". I would suggest using the overdrive for that radio like effect.
Let me know if this helps.
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Well if you do manage to get someone to do it and need some help editing the files give me a shout. I'll try to help as much as I can.
One thing to bear in mind, try to make the original recordings as good as possible, quality wise. It's very difficult to fix that sort of thing in editing.
0
@Alvar9: Go
Similarly to what I described in your other thread, go to the actor, then Sound: Sounds +, then in the What field replace "Medivac_What" with "Medivac_Pissed"
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@Alvar9: Go
In the Medivac's actor go to Sounds: Sounds +. The Attack field should contain "Medivac_Attack". The same should be the case the the Pissed sounds, i.e. "Medivac_Pissed".
0
If I understand correctly you're making a mod that contains heroes voiced by pro players? This is an interesting idea, although without knowing the right people it might be hard to get pros to do voice acting for you. Also I'm not sure being a pro player means you're also a good voice actor :)
Good luck with it though and keep us posted.
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Ah good point, I had the ZZerus01 level loaded. Yeah, so you'll need to add that dependency by going to File > Dependencies > Add Standard > Swarm Story (Campaign). Then you should see the sound entry.
The actual audio file name is zMission_Zerus01_AncientOneUnnamed_133_alt1.ogg btw if you want to create a new sound object.
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Without playing the mission again I can't be sure, but I think it might be a sound called "zMission_Zerus01_AncientOneUnnamed_133".
Hope this helps.