After Volume 6 Sound Effects I fired up several Game Design Studios to see Just How easy/Hard it is to Implement new files to the Database.


It was unfortunate to find that the 2 older variants of RPG maker 

seemingly only operated using .wav and .ogg sounds.

The reasoning mentioned is so that sounds can be played on top of other sounds,

such as background ambiance, with a certain scene music effect starting up,

allowing sound effects on top of these 2 layers (like characters jumping or talking),

then finally additional environmental sounds which can readily be set to loop around predetermined points.


For example, suppose a character reaches a waterfall in game. The game will have maybe 3 series of sounds that play

to introduce the waterfall, then a single sound for the actual flow of water. To explain, this is done to allow the waterfall to be introduced 

as the character gets closer. So the main waterfall sound waterflow.wav is designed to start within say 15 tiles at 10%, then increase by 10% for every 2 steps. While the starting sound of water flowing runs at 25 tiles, changes to include slashing at 10 tiles, and changes to include misting at 5 tiles. These can be titled as wfall3, wfall2, and wfall1 .wav...

Of course older games could simplify this by having a screen change, that way you can simply have distantwfall.wav outside the scene and after the screen change switch to nearwfall.wav.

Again, these would be layered with background music, which might stop when near the waterfall, as older systems couldnt play more than 2 layers very well without a noticeable change in volume.


So wav and ogg sounds, because of their formatting, can very easily be set to loop. So rather than recording 10 different volumes and kinds of waterfall sounds to run at specific distances, you could make one recording getting closer to a waterfall. Then simply isolate that one recording into ten 10% increments, and have each 10% section loop at different distances. Thats just a basic example of looping functionality with sound design.


But Onwards, i began trying to implement my databases of sound effects to different game maker engines to make sure my MP3 format would be usable, and how easy it would be to implement my current naming scheme as it concerns sorting and finding sounds during actual game design work.

It was upon opening my preferred game design engine (Gamemaker Master Collection) that i noticed my first issue. The database is readily customized by allowing you to add sounds, backgrounds, music, and sprites. The issue being, you can only add a sound one at a time, presumably to set storage, quality, and naming features.  Several forums ive checked seemed to support this. Until I came upon a designer who suggested i try simply selecting the whole group of sounds (in my system categories hold 40 to 100 sounds) and click/drag them into the sound tab of game maker. Sure enough this added all of them. Now it did open about 60 "details" windows, but fortunately holding the enter key quickly assigned the basic setting and closed all of them.

That solved the problem for my own engine, now came the task of troubleshooting implementation with other engines. The First step, as apparently .ogg and .wav was needed, was to find a way to convert the files. As then I could offer new users a selection between the mp3 and other formats. My experience with free tools was less than shining, while several online conversion sources (presumably ad powered) which i will not mention here as I do not wish them to receive any more traffic than they already get. 

By searching the web, i find an obscure hobbyist Group, "Ascension Game Dev" with their own 2d mmorpg engine free for use.

At the following adress i found an excellent tool for all of my sound effects, a mp3 batch converter tool.

https://www.ascensiongamedev.com/files/file/26-batch-mp3-to-ogg-converter/

This tool allowed picking an entire folder, then converting all files to ogg, while keeping the same naming conventions.

That last one is key, as ive had conversion services before which convert a file, but on download change the file name to

"download 1" or simply "Conversion File 1". 

So thanks to the guys at Ascension, i now have a way to make my sounds available to all engine users, while some forum reading showed me there are ways to add folders to an archive without having to do it 1 by 1.

Files

Machinery and Devices - Sample.rar 2.2 MB
63 days ago
Machinery, Medical Office Devices, and Construction Sounds - Pack 6.rar 17 MB
63 days ago

Get Industry Package - Brand New Sound FXs of Machines, Devices, and De/Con-struction in MP3/OGG by Delusion Drive

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