[Audyssey] sounds for Jim Kitchen's golf game?

2016-11-11 Thread Charles Rivard
Does anyone know where better sounds than those from the original game can be 
obtained?  Thanks.

If you think you're finished, you! really! are! finished!!
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Re: [Audyssey] Sounds in Psycho Strike

2015-04-28 Thread Christina
Cool.  Thanks.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Aaron Baker
Sent: Tuesday, April 28, 2015 9:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sounds in Psycho Strike

Hi Christina,
The cash register noise plays when either you or an enemy picks up an item.
Best,
Aaron

On 4/28/15, Christina  wrote:
> Hello.  What does the cash register sound mean?  If it indicates an item,
> is
> there a key I should press to get it or do I move to where I think the
> sound
> was and then collect the item?
> I know other sounds indicate items.  However, the cash register sound
> occurs
> once and then stops; it doesn't repeat like the weapon or door sounds on
> the
> missions.
> I checked the manual and didn't see anything there.  If I missed it,
please
> let me know.
> Thanks.
>
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip
> Bennefall
> Sent: Sunday, April 26, 2015 3:51 PM
> To: Gamers Discussion list
> Subject: [Audyssey] Psycho Strike - New Action/Strategy Game
>
> Hi all!
>
> VGStorm.com and Blastbay Studios are happy to announce the availability
> of our new game, Psycho Strike!
>
> Psycho Strike is a mix between an RPG, a first person shooter and an
> adventure game. It captures the best parts of each genre in order to
> create a truly unique and groundbreaking gaming experience.
>
> In Psycho Strike, you take the roll of a gangster leader. Throughout
> your adventure you will have the opportunity to collect weapons, recruit
> new criminals for your team of violent outlaws, collect more and more
> powerful items to fortify your base, and just terrorize the city in
> general.
>
> The game is available for download and purchase from www.vgstorm.com.
> The demo has no time limit, but restricts some areas and ends when any
> of the people in your team reach experience level 8. The game can be
> purchased for 24.95 USD.
>
> A word of warning: The game features violence, drugs, and other themes
> not suitable for younger players. We advise that no children under the
> age of 16 play the game without parental approval.
>
> We hope you enjoy this title and look forward to hearing your thoughts!
> Please direct any questions, bug reports or other comments to
> vgstorm.com, or respond directly here. Thanks for reading!
>
> Kind regards,
>
> Philip Bennefall
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the
list,
> please send E-mail to gamers-ow...@audyssey.org.
>
>
> ---
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> If you have any questions or concerns regarding the management of the
list,
> please send E-mail to gamers-ow...@audyssey.org.
>

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Re: [Audyssey] Sounds in Psycho Strike

2015-04-28 Thread Aaron Baker
Hi Christina,
The cash register noise plays when either you or an enemy picks up an item.
Best,
Aaron

On 4/28/15, Christina  wrote:
> Hello.  What does the cash register sound mean?  If it indicates an item,
> is
> there a key I should press to get it or do I move to where I think the
> sound
> was and then collect the item?
> I know other sounds indicate items.  However, the cash register sound
> occurs
> once and then stops; it doesn't repeat like the weapon or door sounds on
> the
> missions.
> I checked the manual and didn't see anything there.  If I missed it, please
> let me know.
> Thanks.
>
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip
> Bennefall
> Sent: Sunday, April 26, 2015 3:51 PM
> To: Gamers Discussion list
> Subject: [Audyssey] Psycho Strike - New Action/Strategy Game
>
> Hi all!
>
> VGStorm.com and Blastbay Studios are happy to announce the availability
> of our new game, Psycho Strike!
>
> Psycho Strike is a mix between an RPG, a first person shooter and an
> adventure game. It captures the best parts of each genre in order to
> create a truly unique and groundbreaking gaming experience.
>
> In Psycho Strike, you take the roll of a gangster leader. Throughout
> your adventure you will have the opportunity to collect weapons, recruit
> new criminals for your team of violent outlaws, collect more and more
> powerful items to fortify your base, and just terrorize the city in
> general.
>
> The game is available for download and purchase from www.vgstorm.com.
> The demo has no time limit, but restricts some areas and ends when any
> of the people in your team reach experience level 8. The game can be
> purchased for 24.95 USD.
>
> A word of warning: The game features violence, drugs, and other themes
> not suitable for younger players. We advise that no children under the
> age of 16 play the game without parental approval.
>
> We hope you enjoy this title and look forward to hearing your thoughts!
> Please direct any questions, bug reports or other comments to
> vgstorm.com, or respond directly here. Thanks for reading!
>
> Kind regards,
>
> Philip Bennefall
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>
>
> ---
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> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>

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[Audyssey] Sounds in Psycho Strike

2015-04-28 Thread Christina
Hello.  What does the cash register sound mean?  If it indicates an item, is
there a key I should press to get it or do I move to where I think the sound
was and then collect the item?
I know other sounds indicate items.  However, the cash register sound occurs
once and then stops; it doesn't repeat like the weapon or door sounds on the
missions.
I checked the manual and didn't see anything there.  If I missed it, please
let me know.
Thanks.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip
Bennefall
Sent: Sunday, April 26, 2015 3:51 PM
To: Gamers Discussion list
Subject: [Audyssey] Psycho Strike - New Action/Strategy Game

Hi all!

VGStorm.com and Blastbay Studios are happy to announce the availability 
of our new game, Psycho Strike!

Psycho Strike is a mix between an RPG, a first person shooter and an 
adventure game. It captures the best parts of each genre in order to 
create a truly unique and groundbreaking gaming experience.

In Psycho Strike, you take the roll of a gangster leader. Throughout 
your adventure you will have the opportunity to collect weapons, recruit 
new criminals for your team of violent outlaws, collect more and more 
powerful items to fortify your base, and just terrorize the city in general.

The game is available for download and purchase from www.vgstorm.com. 
The demo has no time limit, but restricts some areas and ends when any 
of the people in your team reach experience level 8. The game can be 
purchased for 24.95 USD.

A word of warning: The game features violence, drugs, and other themes 
not suitable for younger players. We advise that no children under the 
age of 16 play the game without parental approval.

We hope you enjoy this title and look forward to hearing your thoughts! 
Please direct any questions, bug reports or other comments to 
vgstorm.com, or respond directly here. Thanks for reading!

Kind regards,

Philip Bennefall

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Re: [Audyssey] sounds and sizes of audiogames

2015-04-14 Thread john
I know I've heard of several being 20gb+. I can confirm names and actual 
sizes sometime if the list is interested (I know some sighted folks who have 
rather large libraries).

--
From: "Thomas Ward" 
Sent: Monday, April 13, 2015 13:44
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] sounds and sizes of audiogames

Hi John,

Yes, that can be the case if we are talking console games. However, I
have not found many installable PC games that size myself personally.
However, bottom line no matter how you cut it worrying about a few
hundred MB is nothing compared to the size of mainstream games that
not only have sounds and music but huge movie clips used for cutscenes
and thousands of graphics which can make a game several GB in size.

Cheers!


On 4/13/15, john  wrote:
> My understanding is that mainstream games are actually closer to 8-10 gb,
> and some are several dozen. I'm pretty sure a couple reach 40gb.
>
> ---

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Re: [Audyssey] sounds and sizes of audiogames

2015-04-13 Thread Thomas Ward
Hi John,

Yes, that can be the case if we are talking console games. However, I
have not found many installable PC games that size myself personally.
However, bottom line no matter how you cut it worrying about a few
hundred MB is nothing compared to the size of mainstream games that
not only have sounds and music but huge movie clips used for cutscenes
and thousands of graphics which can make a game several GB in size.

Cheers!


On 4/13/15, john  wrote:
> My understanding is that mainstream games are actually closer to 8-10 gb,
> and some are several dozen. I'm pretty sure a couple reach 40gb.
>
> ---

---
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Re: [Audyssey] sounds and sizes of audiogames

2015-04-13 Thread john
My understanding is that mainstream games are actually closer to 8-10 gb, 
and some are several dozen. I'm pretty sure a couple reach 40gb.

--
From: "Thomas Ward" 
Sent: Monday, April 13, 2015 3:57
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] sounds and sizes of audiogames

Hi Dark,

Actually, I just checked and Sarah when installed is 285 MB in size.
However, your point that Interceptor isn't light years bigger still
holds true. There are a few audio games like Sarah which are large for
an audio game, comparatively speaking, but are nothing compared to
some of the mainstream games my son has which are well over a GB or
more in size.

Cheers!




On 4/12/15, dark  wrote:
> Hurrah! I've been waiting for some news of interceptor.
>
> Personally, I have plenty of hd space and storage space, so quality trumps
> space for me no problem, indeed if I remember rightly sarah has an 
> installer
>
> over 100 mb an is about 150 mb as a game, so while bigger, interceptor is
> certainly not light years out of the way in terms of sapce, and as I liked
> messing with the speech  delay of the file playback in traders, I'd
> definitely not want the quality of that sacrificed for what is to me 
> little
>
> reason.
>
> All the best,
>
> Dark.
> - Original Message -
> From: "Valiant Galaxy Associates" 
> To: "Gamers Discussion list" 
> Sent: Friday, April 10, 2015 10:56 PM
> Subject: [Audyssey] sounds and sizes of audiogames
>
>
>> Hi everybody from Aaron here at VGA.
>>
>> I've had a couple of helpers on our projects ask me why I don't switch my
>>
>> audio format for our sounds to ogg instead of just using straight up wav
>> format. Interceptor (nearing release) is 256mb when installed. The
>> installer is around 130mb. If I convert to ogg the size would be more 
>> like
>>
>> 45mb or so.
>>
>> I tested this, I converted everything to a high quality ogg format (I
>> didn't want to lose any more sound quality than necessary) and tried
>> running it.
>>
>> Keeping in mind that Interceptor uses the same speech output script
>> (voiceover) that Traders of Known Space does, that is to say lots of
>> chunks of prerecorded speech, I made some discoveries that were important
>>
>> enough that I decided I wanted to stay with wav format.
>>
>> They tell me that ogg files decompress really quickly. Well this may be
>> true, but to my way of thinking, not quickly enough. I have latency
>> between the speech chunks that were not there with wav. Using the speech
>> file queue before end delay setting (as seen in TKS), I got rid of the
>> choppiness this introduced, but it left a slight sluggishness while
>> navigating menus that was not there originally for the first time a menu
>> item was encountered. However, after the first time hearing a menu item 
>> it
>>
>> would be as responsive as we are used to with TKS is with its wav files
>> for all the times it was heard there after. Also, the second time a
>> sequence of files were used that were already used, the choppiness
>> eliminated with the speech file queue before end delay was incorrect. So
>> if it was choppy the first time you heard a string of combined 
>> recordings,
>>
>> the next time it repeated that same string it would be less choppy. If I
>> fixed the queue before end delay so it wasn't choppy to begin with, it
>> would overlap itself for subsequent repeats. I can make .ogg format work,
>>
>> but I don't really want to. My purpose for this mail is to see if anyone
>> wants to comment on this. How do you feel about an audiogame that is half
>>
>> a gigabyte in size? It doesn't bother me at all, in fact I kind of like
>> seeing that one of our creations has actually grown to be that large, but
>>
>> feel free to let us hear your side of it. I probably won't change my mind
>>
>> in the end, but hey if everyone backs me up on this I can say "well the
>> community seemed to think it was ok so that's what we did". *grin*
>>
>> One obvious reason to do this is server space and server bandwidth, but I
>>
>> don't believe we've got much to worry about there.
>>
>> P.S., I did say Interceptor is nearing release. As in, development of the
>>
>> first release version has been complete for a week or so now and we are
>> working on other things to be best prepared to deal with the various
>> aspects of doing commercial business. Once some last minute things are 
>&

Re: [Audyssey] sounds and sizes of audiogames

2015-04-13 Thread dark

Hi Tom.

Ah, I'm currently at my parents on my laptop and I don't have Sarah 
installed on this machine so was making a wild guess at the folder size. To 
be honest I really on't care about program size.


I moved all my books and music onto a second hd, meaning that my pc's main 
drive, all 400 gb or so is just used for installed programs and documents. I 
don't think I've even capped the 50 gb mark,so even if audio games id start 
being a gig or two in size I'm not going to worry.


Really, with how cheap extended storage space is these days, program size is 
not an issue, heck I'm going to be picking myself up a passport drive to 
extend my book and music storage this week, (maybe even two, one for 
backup).


All the best,

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 13, 2015 8:57 AM
Subject: Re: [Audyssey] sounds and sizes of audiogames



Hi Dark,

Actually, I just checked and Sarah when installed is 285 MB in size.
However, your point that Interceptor isn't light years bigger still
holds true. There are a few audio games like Sarah which are large for
an audio game, comparatively speaking, but are nothing compared to
some of the mainstream games my son has which are well over a GB or
more in size.

Cheers!




On 4/12/15, dark  wrote:

Hurrah! I've been waiting for some news of interceptor.

Personally, I have plenty of hd space and storage space, so quality 
trumps
space for me no problem, indeed if I remember rightly sarah has an 
installer


over 100 mb an is about 150 mb as a game, so while bigger, interceptor is
certainly not light years out of the way in terms of sapce, and as I 
liked

messing with the speech  delay of the file playback in traders, I'd
definitely not want the quality of that sacrificed for what is to me 
little


reason.

All the best,

Dark.
- Original Message -
From: "Valiant Galaxy Associates" 
To: "Gamers Discussion list" 
Sent: Friday, April 10, 2015 10:56 PM
Subject: [Audyssey] sounds and sizes of audiogames



Hi everybody from Aaron here at VGA.

I've had a couple of helpers on our projects ask me why I don't switch 
my


audio format for our sounds to ogg instead of just using straight up wav
format. Interceptor (nearing release) is 256mb when installed. The
installer is around 130mb. If I convert to ogg the size would be more 
like


45mb or so.

I tested this, I converted everything to a high quality ogg format (I
didn't want to lose any more sound quality than necessary) and tried
running it.

Keeping in mind that Interceptor uses the same speech output script
(voiceover) that Traders of Known Space does, that is to say lots of
chunks of prerecorded speech, I made some discoveries that were 
important


enough that I decided I wanted to stay with wav format.

They tell me that ogg files decompress really quickly. Well this may be
true, but to my way of thinking, not quickly enough. I have latency
between the speech chunks that were not there with wav. Using the speech
file queue before end delay setting (as seen in TKS), I got rid of the
choppiness this introduced, but it left a slight sluggishness while
navigating menus that was not there originally for the first time a menu
item was encountered. However, after the first time hearing a menu item 
it


would be as responsive as we are used to with TKS is with its wav files
for all the times it was heard there after. Also, the second time a
sequence of files were used that were already used, the choppiness
eliminated with the speech file queue before end delay was incorrect. So
if it was choppy the first time you heard a string of combined 
recordings,


the next time it repeated that same string it would be less choppy. If I
fixed the queue before end delay so it wasn't choppy to begin with, it
would overlap itself for subsequent repeats. I can make .ogg format 
work,


but I don't really want to. My purpose for this mail is to see if anyone
wants to comment on this. How do you feel about an audiogame that is 
half


a gigabyte in size? It doesn't bother me at all, in fact I kind of like
seeing that one of our creations has actually grown to be that large, 
but


feel free to let us hear your side of it. I probably won't change my 
mind


in the end, but hey if everyone backs me up on this I can say "well the
community seemed to think it was ok so that's what we did". *grin*

One obvious reason to do this is server space and server bandwidth, but 
I


don't believe we've got much to worry about there.

P.S., I did say Interceptor is nearing release. As in, development of 
the


first release version has been complete for a week or so now and we are
working on other things to be best prepared to deal with the various
aspects of doing commercial business. Once some last minute things are 

Re: [Audyssey] sounds and sizes of audiogames

2015-04-13 Thread Thomas Ward
Hi Dark,

Actually, I just checked and Sarah when installed is 285 MB in size.
However, your point that Interceptor isn't light years bigger still
holds true. There are a few audio games like Sarah which are large for
an audio game, comparatively speaking, but are nothing compared to
some of the mainstream games my son has which are well over a GB or
more in size.

Cheers!




On 4/12/15, dark  wrote:
> Hurrah! I've been waiting for some news of interceptor.
>
> Personally, I have plenty of hd space and storage space, so quality trumps
> space for me no problem, indeed if I remember rightly sarah has an installer
>
> over 100 mb an is about 150 mb as a game, so while bigger, interceptor is
> certainly not light years out of the way in terms of sapce, and as I liked
> messing with the speech  delay of the file playback in traders, I'd
> definitely not want the quality of that sacrificed for what is to me little
>
> reason.
>
> All the best,
>
> Dark.
> - Original Message -
> From: "Valiant Galaxy Associates" 
> To: "Gamers Discussion list" 
> Sent: Friday, April 10, 2015 10:56 PM
> Subject: [Audyssey] sounds and sizes of audiogames
>
>
>> Hi everybody from Aaron here at VGA.
>>
>> I've had a couple of helpers on our projects ask me why I don't switch my
>>
>> audio format for our sounds to ogg instead of just using straight up wav
>> format. Interceptor (nearing release) is 256mb when installed. The
>> installer is around 130mb. If I convert to ogg the size would be more like
>>
>> 45mb or so.
>>
>> I tested this, I converted everything to a high quality ogg format (I
>> didn't want to lose any more sound quality than necessary) and tried
>> running it.
>>
>> Keeping in mind that Interceptor uses the same speech output script
>> (voiceover) that Traders of Known Space does, that is to say lots of
>> chunks of prerecorded speech, I made some discoveries that were important
>>
>> enough that I decided I wanted to stay with wav format.
>>
>> They tell me that ogg files decompress really quickly. Well this may be
>> true, but to my way of thinking, not quickly enough. I have latency
>> between the speech chunks that were not there with wav. Using the speech
>> file queue before end delay setting (as seen in TKS), I got rid of the
>> choppiness this introduced, but it left a slight sluggishness while
>> navigating menus that was not there originally for the first time a menu
>> item was encountered. However, after the first time hearing a menu item it
>>
>> would be as responsive as we are used to with TKS is with its wav files
>> for all the times it was heard there after. Also, the second time a
>> sequence of files were used that were already used, the choppiness
>> eliminated with the speech file queue before end delay was incorrect. So
>> if it was choppy the first time you heard a string of combined recordings,
>>
>> the next time it repeated that same string it would be less choppy. If I
>> fixed the queue before end delay so it wasn't choppy to begin with, it
>> would overlap itself for subsequent repeats. I can make .ogg format work,
>>
>> but I don't really want to. My purpose for this mail is to see if anyone
>> wants to comment on this. How do you feel about an audiogame that is half
>>
>> a gigabyte in size? It doesn't bother me at all, in fact I kind of like
>> seeing that one of our creations has actually grown to be that large, but
>>
>> feel free to let us hear your side of it. I probably won't change my mind
>>
>> in the end, but hey if everyone backs me up on this I can say "well the
>> community seemed to think it was ok so that's what we did". *grin*
>>
>> One obvious reason to do this is server space and server bandwidth, but I
>>
>> don't believe we've got much to worry about there.
>>
>> P.S., I did say Interceptor is nearing release. As in, development of the
>>
>> first release version has been complete for a week or so now and we are
>> working on other things to be best prepared to deal with the various
>> aspects of doing commercial business. Once some last minute things are out
>>
>> of the way we should be ready to roll. Just to be safe, I'd hesitantly say
>>
>> that we will have it out before July 2015, but our hope is sooner than
>> that. It all depends on how long it takes this paperwork to go back and
>> forth and some minor last minute code changes. Another game is possibly
>> going to be release at nearly the same time 

Re: [Audyssey] sounds and sizes of audiogames

2015-04-12 Thread dark

Hurrah! I've been waiting for some news of interceptor.

Personally, I have plenty of hd space and storage space, so quality trumps 
space for me no problem, indeed if I remember rightly sarah has an installer 
over 100 mb an is about 150 mb as a game, so while bigger, interceptor is 
certainly not light years out of the way in terms of sapce, and as I liked 
messing with the speech  delay of the file playback in traders, I'd 
definitely not want the quality of that sacrificed for what is to me little 
reason.


All the best,

Dark.
- Original Message - 
From: "Valiant Galaxy Associates" 

To: "Gamers Discussion list" 
Sent: Friday, April 10, 2015 10:56 PM
Subject: [Audyssey] sounds and sizes of audiogames



Hi everybody from Aaron here at VGA.

I've had a couple of helpers on our projects ask me why I don't switch my 
audio format for our sounds to ogg instead of just using straight up wav 
format. Interceptor (nearing release) is 256mb when installed. The 
installer is around 130mb. If I convert to ogg the size would be more like 
45mb or so.


I tested this, I converted everything to a high quality ogg format (I 
didn't want to lose any more sound quality than necessary) and tried 
running it.


Keeping in mind that Interceptor uses the same speech output script 
(voiceover) that Traders of Known Space does, that is to say lots of 
chunks of prerecorded speech, I made some discoveries that were important 
enough that I decided I wanted to stay with wav format.


They tell me that ogg files decompress really quickly. Well this may be 
true, but to my way of thinking, not quickly enough. I have latency 
between the speech chunks that were not there with wav. Using the speech 
file queue before end delay setting (as seen in TKS), I got rid of the 
choppiness this introduced, but it left a slight sluggishness while 
navigating menus that was not there originally for the first time a menu 
item was encountered. However, after the first time hearing a menu item it 
would be as responsive as we are used to with TKS is with its wav files 
for all the times it was heard there after. Also, the second time a 
sequence of files were used that were already used, the choppiness 
eliminated with the speech file queue before end delay was incorrect. So 
if it was choppy the first time you heard a string of combined recordings, 
the next time it repeated that same string it would be less choppy. If I 
fixed the queue before end delay so it wasn't choppy to begin with, it 
would overlap itself for subsequent repeats. I can make .ogg format work, 
but I don't really want to. My purpose for this mail is to see if anyone 
wants to comment on this. How do you feel about an audiogame that is half 
a gigabyte in size? It doesn't bother me at all, in fact I kind of like 
seeing that one of our creations has actually grown to be that large, but 
feel free to let us hear your side of it. I probably won't change my mind 
in the end, but hey if everyone backs me up on this I can say "well the 
community seemed to think it was ok so that's what we did". *grin*


One obvious reason to do this is server space and server bandwidth, but I 
don't believe we've got much to worry about there.


P.S., I did say Interceptor is nearing release. As in, development of the 
first release version has been complete for a week or so now and we are 
working on other things to be best prepared to deal with the various 
aspects of doing commercial business. Once some last minute things are out 
of the way we should be ready to roll. Just to be safe, I'd hesitantly say 
that we will have it out before July 2015, but our hope is sooner than 
that. It all depends on how long it takes this paperwork to go back and 
forth and some minor last minute code changes. Another game is possibly 
going to be release at nearly the same time as Interceptor, I believe 
Jeremy has mentioned this on our news page at http://valiantGalaxy.com.


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Re: [Audyssey] sounds and sizes of audiogames

2015-04-11 Thread john
I'm personally a supporter of smaller games (and programs in general).
Certainly there's enough storage to hold them, but every time one installs 
an extra 500mb that's another 500mb that needs to be backed up, 
copied/archived, etc.
Plus, its a whole lot easier to move a game around if its 50 mb than if its 
500. I keep a lot of games (as many as I possibly can) on a portable drive 
so that I can use them on multiple computers without headaches. Copying 
those files around takes a long time, and when trying to play a large game 
over USB (swamp) there's noticeable lag.
I'd also mention that not everybody has giant hard disks to install games 
on. I'd feel pretty confident in saying that some of our list members are 
still running machines with 150gb or less of total space.

As to your specific concerns about the lag the first time speech is used, 
when are you loading the files into memory? If you're loading them when 
they're first spoken, that's probably your reason right there.
If you can load the files at game startup (or in the background), then you 
may be able to get rid of that lag.

From: "Valiant Galaxy Associates" 
Sent: Friday, April 10, 2015 17:56
To: "Gamers Discussion list" 
Subject: [Audyssey] sounds and sizes of audiogames

Hi everybody from Aaron here at VGA.

I've had a couple of helpers on our projects ask me why I don't switch
my audio format for our sounds to ogg instead of just using straight up
wav format. Interceptor (nearing release) is 256mb when installed. The
installer is around 130mb. If I convert to ogg the size would be more
like 45mb or so.

I tested this, I converted everything to a high quality ogg format (I
didn't want to lose any more sound quality than necessary) and tried
running it.

Keeping in mind that Interceptor uses the same speech output script
(voiceover) that Traders of Known Space does, that is to say lots of
chunks of prerecorded speech, I made some discoveries that were
important enough that I decided I wanted to stay with wav format.

They tell me that ogg files decompress really quickly. Well this may be
true, but to my way of thinking, not quickly enough. I have latency
between the speech chunks that were not there with wav. Using the speech
file queue before end delay setting (as seen in TKS), I got rid of the
choppiness this introduced, but it left a slight sluggishness while
navigating menus that was not there originally for the first time a menu
item was encountered. However, after the first time hearing a menu item
it would be as responsive as we are used to with TKS is with its wav
files for all the times it was heard there after. Also, the second time
a sequence of files were used that were already used, the choppiness
eliminated with the speech file queue before end delay was incorrect. So
if it was choppy the first time you heard a string of combined
recordings, the next time it repeated that same string it would be less
choppy. If I fixed the queue before end delay so it wasn't choppy to
begin with, it would overlap itself for subsequent repeats. I can make
.ogg format work, but I don't really want to. My purpose for this mail
is to see if anyone wants to comment on this. How do you feel about an
audiogame that is half a gigabyte in size? It doesn't bother me at all,
in fact I kind of like seeing that one of our creations has actually
grown to be that large, but feel free to let us hear your side of it. I
probably won't change my mind in the end, but hey if everyone backs me
up on this I can say "well the community seemed to think it was ok so
that's what we did". *grin*

One obvious reason to do this is server space and server bandwidth, but
I don't believe we've got much to worry about there.

P.S., I did say Interceptor is nearing release. As in, development of
the first release version has been complete for a week or so now and we
are working on other things to be best prepared to deal with the various
aspects of doing commercial business. Once some last minute things are
out of the way we should be ready to roll. Just to be safe, I'd
hesitantly say that we will have it out before July 2015, but our hope
is sooner than that. It all depends on how long it takes this paperwork
to go back and forth and some minor last minute code changes. Another
game is possibly going to be release at nearly the same time as
Interceptor, I believe Jeremy has mentioned this on our news page at
http://valiantGalaxy.com. 


---
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Re: [Audyssey] sounds and sizes of audiogames

2015-04-10 Thread Thomas Ward
Hi Aaron,

In my personal opinion by all means use wav files rather than ogg
files. Besides sounding better wav files will have less latency than
ogg. If you are happy with wav I see no reason to switch to ogg unless
you really absolutely need to create a smaller game. which I don't
feel is necessary.

For one thing comparatively speaking most audio games are much smaller
in size than their mainstream counterparts. I have seen several
mainstream games have installations from two to four GB in size so 256
MB is actually quite small in comparison. Plus most people now days,
even your average VI gamer, probably has a 100 GB hard drive or more.
So space isn't likely to be an issue. Just for example the Toshiba I
am using right now has a 320 GB drive in it, and this computer was
purchased in 2011. So I am fairly confident anyone who has purchased a
new computer in the last five or six years will have the space
required for your games.

Cheers!


On 4/10/15, Valiant Galaxy Associates  wrote:
> Hi everybody from Aaron here at VGA.
>
> I've had a couple of helpers on our projects ask me why I don't switch
> my audio format for our sounds to ogg instead of just using straight up
> wav format. Interceptor (nearing release) is 256mb when installed. The
> installer is around 130mb. If I convert to ogg the size would be more
> like 45mb or so.
>
> I tested this, I converted everything to a high quality ogg format (I
> didn't want to lose any more sound quality than necessary) and tried
> running it.
>
> Keeping in mind that Interceptor uses the same speech output script
> (voiceover) that Traders of Known Space does, that is to say lots of
> chunks of prerecorded speech, I made some discoveries that were
> important enough that I decided I wanted to stay with wav format.
>
> They tell me that ogg files decompress really quickly. Well this may be
> true, but to my way of thinking, not quickly enough. I have latency
> between the speech chunks that were not there with wav. Using the speech
> file queue before end delay setting (as seen in TKS), I got rid of the
> choppiness this introduced, but it left a slight sluggishness while
> navigating menus that was not there originally for the first time a menu
> item was encountered. However, after the first time hearing a menu item
> it would be as responsive as we are used to with TKS is with its wav
> files for all the times it was heard there after. Also, the second time
> a sequence of files were used that were already used, the choppiness
> eliminated with the speech file queue before end delay was incorrect. So
> if it was choppy the first time you heard a string of combined
> recordings, the next time it repeated that same string it would be less
> choppy. If I fixed the queue before end delay so it wasn't choppy to
> begin with, it would overlap itself for subsequent repeats. I can make
> .ogg format work, but I don't really want to. My purpose for this mail
> is to see if anyone wants to comment on this. How do you feel about an
> audiogame that is half a gigabyte in size? It doesn't bother me at all,
> in fact I kind of like seeing that one of our creations has actually
> grown to be that large, but feel free to let us hear your side of it. I
> probably won't change my mind in the end, but hey if everyone backs me
> up on this I can say "well the community seemed to think it was ok so
> that's what we did". *grin*
>
> One obvious reason to do this is server space and server bandwidth, but
> I don't believe we've got much to worry about there.
>
> P.S., I did say Interceptor is nearing release. As in, development of
> the first release version has been complete for a week or so now and we
> are working on other things to be best prepared to deal with the various
> aspects of doing commercial business. Once some last minute things are
> out of the way we should be ready to roll. Just to be safe, I'd
> hesitantly say that we will have it out before July 2015, but our hope
> is sooner than that. It all depends on how long it takes this paperwork
> to go back and forth and some minor last minute code changes. Another
> game is possibly going to be release at nearly the same time as
> Interceptor, I believe Jeremy has mentioned this on our news page at
> http://valiantGalaxy.com.
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>

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Re: [Audyssey] sounds and sizes of audiogames

2015-04-10 Thread lenron brown
agreed main stream games or huge so if we need big games to have it
done right. Hell yes.

On 4/10/15, Josh K  wrote:
> I like big games that are half a gigabyte or more in size. alter aeon is
> very big and its a great game.
>
> follow me on twitter @joshknnd1982
>
> On 4/10/2015 5:56 PM, Valiant Galaxy Associates wrote:
>> Hi everybody from Aaron here at VGA.
>>
>> I've had a couple of helpers on our projects ask me why I don't switch
>> my audio format for our sounds to ogg instead of just using straight
>> up wav format. Interceptor (nearing release) is 256mb when installed.
>> The installer is around 130mb. If I convert to ogg the size would be
>> more like 45mb or so.
>>
>> I tested this, I converted everything to a high quality ogg format (I
>> didn't want to lose any more sound quality than necessary) and tried
>> running it.
>>
>> Keeping in mind that Interceptor uses the same speech output script
>> (voiceover) that Traders of Known Space does, that is to say lots of
>> chunks of prerecorded speech, I made some discoveries that were
>> important enough that I decided I wanted to stay with wav format.
>>
>> They tell me that ogg files decompress really quickly. Well this may
>> be true, but to my way of thinking, not quickly enough. I have latency
>> between the speech chunks that were not there with wav. Using the
>> speech file queue before end delay setting (as seen in TKS), I got rid
>> of the choppiness this introduced, but it left a slight sluggishness
>> while navigating menus that was not there originally for the first
>> time a menu item was encountered. However, after the first time
>> hearing a menu item it would be as responsive as we are used to with
>> TKS is with its wav files for all the times it was heard there after.
>> Also, the second time a sequence of files were used that were already
>> used, the choppiness eliminated with the speech file queue before end
>> delay was incorrect. So if it was choppy the first time you heard a
>> string of combined recordings, the next time it repeated that same
>> string it would be less choppy. If I fixed the queue before end delay
>> so it wasn't choppy to begin with, it would overlap itself for
>> subsequent repeats. I can make .ogg format work, but I don't really
>> want to. My purpose for this mail is to see if anyone wants to comment
>> on this. How do you feel about an audiogame that is half a gigabyte in
>> size? It doesn't bother me at all, in fact I kind of like seeing that
>> one of our creations has actually grown to be that large, but feel
>> free to let us hear your side of it. I probably won't change my mind
>> in the end, but hey if everyone backs me up on this I can say "well
>> the community seemed to think it was ok so that's what we did". *grin*
>>
>> One obvious reason to do this is server space and server bandwidth,
>> but I don't believe we've got much to worry about there.
>>
>> P.S., I did say Interceptor is nearing release. As in, development of
>> the first release version has been complete for a week or so now and
>> we are working on other things to be best prepared to deal with the
>> various aspects of doing commercial business. Once some last minute
>> things are out of the way we should be ready to roll. Just to be safe,
>> I'd hesitantly say that we will have it out before July 2015, but our
>> hope is sooner than that. It all depends on how long it takes this
>> paperwork to go back and forth and some minor last minute code
>> changes. Another game is possibly going to be release at nearly the
>> same time as Interceptor, I believe Jeremy has mentioned this on our
>> news page at http://valiantGalaxy.com.
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>
>
> ---
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> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
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> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>


-- 
Lenron Brown
Cell: 985-271-2832
Skype: ron.brown762

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Re: [Audyssey] sounds and sizes of audiogames

2015-04-10 Thread Josh K
I like big games that are half a gigabyte or more in size. alter aeon is 
very big and its a great game.


follow me on twitter @joshknnd1982

On 4/10/2015 5:56 PM, Valiant Galaxy Associates wrote:

Hi everybody from Aaron here at VGA.

I've had a couple of helpers on our projects ask me why I don't switch 
my audio format for our sounds to ogg instead of just using straight 
up wav format. Interceptor (nearing release) is 256mb when installed. 
The installer is around 130mb. If I convert to ogg the size would be 
more like 45mb or so.


I tested this, I converted everything to a high quality ogg format (I 
didn't want to lose any more sound quality than necessary) and tried 
running it.


Keeping in mind that Interceptor uses the same speech output script 
(voiceover) that Traders of Known Space does, that is to say lots of 
chunks of prerecorded speech, I made some discoveries that were 
important enough that I decided I wanted to stay with wav format.


They tell me that ogg files decompress really quickly. Well this may 
be true, but to my way of thinking, not quickly enough. I have latency 
between the speech chunks that were not there with wav. Using the 
speech file queue before end delay setting (as seen in TKS), I got rid 
of the choppiness this introduced, but it left a slight sluggishness 
while navigating menus that was not there originally for the first 
time a menu item was encountered. However, after the first time 
hearing a menu item it would be as responsive as we are used to with 
TKS is with its wav files for all the times it was heard there after. 
Also, the second time a sequence of files were used that were already 
used, the choppiness eliminated with the speech file queue before end 
delay was incorrect. So if it was choppy the first time you heard a 
string of combined recordings, the next time it repeated that same 
string it would be less choppy. If I fixed the queue before end delay 
so it wasn't choppy to begin with, it would overlap itself for 
subsequent repeats. I can make .ogg format work, but I don't really 
want to. My purpose for this mail is to see if anyone wants to comment 
on this. How do you feel about an audiogame that is half a gigabyte in 
size? It doesn't bother me at all, in fact I kind of like seeing that 
one of our creations has actually grown to be that large, but feel 
free to let us hear your side of it. I probably won't change my mind 
in the end, but hey if everyone backs me up on this I can say "well 
the community seemed to think it was ok so that's what we did". *grin*


One obvious reason to do this is server space and server bandwidth, 
but I don't believe we've got much to worry about there.


P.S., I did say Interceptor is nearing release. As in, development of 
the first release version has been complete for a week or so now and 
we are working on other things to be best prepared to deal with the 
various aspects of doing commercial business. Once some last minute 
things are out of the way we should be ready to roll. Just to be safe, 
I'd hesitantly say that we will have it out before July 2015, but our 
hope is sooner than that. It all depends on how long it takes this 
paperwork to go back and forth and some minor last minute code 
changes. Another game is possibly going to be release at nearly the 
same time as Interceptor, I believe Jeremy has mentioned this on our 
news page at http://valiantGalaxy.com.


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please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] sounds and sizes of audiogames

2015-04-10 Thread Scott Chesworth
Assuming they're good sounds, then I can't see any problem with
sticking with whatever performs best to do the game play justice. This
is still small fry compared to game sizes in the mainstream.

Scott

On 4/10/15, Valiant Galaxy Associates  wrote:
> Hi everybody from Aaron here at VGA.
>
> I've had a couple of helpers on our projects ask me why I don't switch
> my audio format for our sounds to ogg instead of just using straight up
> wav format. Interceptor (nearing release) is 256mb when installed. The
> installer is around 130mb. If I convert to ogg the size would be more
> like 45mb or so.
>
> I tested this, I converted everything to a high quality ogg format (I
> didn't want to lose any more sound quality than necessary) and tried
> running it.
>
> Keeping in mind that Interceptor uses the same speech output script
> (voiceover) that Traders of Known Space does, that is to say lots of
> chunks of prerecorded speech, I made some discoveries that were
> important enough that I decided I wanted to stay with wav format.
>
> They tell me that ogg files decompress really quickly. Well this may be
> true, but to my way of thinking, not quickly enough. I have latency
> between the speech chunks that were not there with wav. Using the speech
> file queue before end delay setting (as seen in TKS), I got rid of the
> choppiness this introduced, but it left a slight sluggishness while
> navigating menus that was not there originally for the first time a menu
> item was encountered. However, after the first time hearing a menu item
> it would be as responsive as we are used to with TKS is with its wav
> files for all the times it was heard there after. Also, the second time
> a sequence of files were used that were already used, the choppiness
> eliminated with the speech file queue before end delay was incorrect. So
> if it was choppy the first time you heard a string of combined
> recordings, the next time it repeated that same string it would be less
> choppy. If I fixed the queue before end delay so it wasn't choppy to
> begin with, it would overlap itself for subsequent repeats. I can make
> .ogg format work, but I don't really want to. My purpose for this mail
> is to see if anyone wants to comment on this. How do you feel about an
> audiogame that is half a gigabyte in size? It doesn't bother me at all,
> in fact I kind of like seeing that one of our creations has actually
> grown to be that large, but feel free to let us hear your side of it. I
> probably won't change my mind in the end, but hey if everyone backs me
> up on this I can say "well the community seemed to think it was ok so
> that's what we did". *grin*
>
> One obvious reason to do this is server space and server bandwidth, but
> I don't believe we've got much to worry about there.
>
> P.S., I did say Interceptor is nearing release. As in, development of
> the first release version has been complete for a week or so now and we
> are working on other things to be best prepared to deal with the various
> aspects of doing commercial business. Once some last minute things are
> out of the way we should be ready to roll. Just to be safe, I'd
> hesitantly say that we will have it out before July 2015, but our hope
> is sooner than that. It all depends on how long it takes this paperwork
> to go back and forth and some minor last minute code changes. Another
> game is possibly going to be release at nearly the same time as
> Interceptor, I believe Jeremy has mentioned this on our news page at
> http://valiantGalaxy.com.
>
> ---
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[Audyssey] sounds and sizes of audiogames

2015-04-10 Thread Valiant Galaxy Associates

Hi everybody from Aaron here at VGA.

I've had a couple of helpers on our projects ask me why I don't switch 
my audio format for our sounds to ogg instead of just using straight up 
wav format. Interceptor (nearing release) is 256mb when installed. The 
installer is around 130mb. If I convert to ogg the size would be more 
like 45mb or so.


I tested this, I converted everything to a high quality ogg format (I 
didn't want to lose any more sound quality than necessary) and tried 
running it.


Keeping in mind that Interceptor uses the same speech output script 
(voiceover) that Traders of Known Space does, that is to say lots of 
chunks of prerecorded speech, I made some discoveries that were 
important enough that I decided I wanted to stay with wav format.


They tell me that ogg files decompress really quickly. Well this may be 
true, but to my way of thinking, not quickly enough. I have latency 
between the speech chunks that were not there with wav. Using the speech 
file queue before end delay setting (as seen in TKS), I got rid of the 
choppiness this introduced, but it left a slight sluggishness while 
navigating menus that was not there originally for the first time a menu 
item was encountered. However, after the first time hearing a menu item 
it would be as responsive as we are used to with TKS is with its wav 
files for all the times it was heard there after. Also, the second time 
a sequence of files were used that were already used, the choppiness 
eliminated with the speech file queue before end delay was incorrect. So 
if it was choppy the first time you heard a string of combined 
recordings, the next time it repeated that same string it would be less 
choppy. If I fixed the queue before end delay so it wasn't choppy to 
begin with, it would overlap itself for subsequent repeats. I can make 
.ogg format work, but I don't really want to. My purpose for this mail 
is to see if anyone wants to comment on this. How do you feel about an 
audiogame that is half a gigabyte in size? It doesn't bother me at all, 
in fact I kind of like seeing that one of our creations has actually 
grown to be that large, but feel free to let us hear your side of it. I 
probably won't change my mind in the end, but hey if everyone backs me 
up on this I can say "well the community seemed to think it was ok so 
that's what we did". *grin*


One obvious reason to do this is server space and server bandwidth, but 
I don't believe we've got much to worry about there.


P.S., I did say Interceptor is nearing release. As in, development of 
the first release version has been complete for a week or so now and we 
are working on other things to be best prepared to deal with the various 
aspects of doing commercial business. Once some last minute things are 
out of the way we should be ready to roll. Just to be safe, I'd 
hesitantly say that we will have it out before July 2015, but our hope 
is sooner than that. It all depends on how long it takes this paperwork 
to go back and forth and some minor last minute code changes. Another 
game is possibly going to be release at nearly the same time as 
Interceptor, I believe Jeremy has mentioned this on our news page at 
http://valiantGalaxy.com.


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[Audyssey] sounds like fun

2014-05-18 Thread ishan dhami
Hi folks is the company sounds like fun Has gone?
If your answer is no then please tell me why their site is very
secure? I mean you have require an authorisation to access it.
 how can I contact them?
O dood what a roar!
Maxwell hitting sixes and four!
Smilee!
Ishan

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[Audyssey] sounds for the usa games project

2011-09-29 Thread john

Hi Thomas,
	I'm not sure if you've already thought of this, but you 
might be able to get some decent horror sounds from the horror 
folder that accompanies sound forge. I'm not absolutely certain 
weather or not this comes with the download (my audio studio is 
the cd version) but I'm of the opinion that some of those might 
help.


Best of luck,
John.

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[Audyssey] Sounds for mushclient?

2011-08-19 Thread dark
Hi. 

this is a message really to oriol, though i suppose anyone looking for fantasy 
sounds could use it. 

For the roguelike game Angband, there is a very large soundpack containing many 
sounds of fantasy creatures spells and magics. 

This soundpack is free to download, so reusing the sounds for another free 
project like mush wouldn't be a bad idea, it can be found at 
http://www.dubtrain.com/angband/ 

It's just that yesterday while playing alterean I noticed that breath weapon 
attacks didn't feature sound, which struck me as a litle odd, that a dragon 
could unleash a blast of fire or spit acid all over you but you'd here nothing. 

it might also help with combat too. 

obviously anyone looking for fantasy sounds might find this useful as well, 
though i don't think it could be used for commercial projects. 


Beware the grue! 

dark.
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Re: [Audyssey] sounds apparently not missing in MOTA beta 22

2011-08-18 Thread Darren Duff
I would say so as it doesn't happen her either. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Wednesday, August 17, 2011 10:30 PM
To: audyssey gamers list
Subject: [Audyssey] sounds apparently not missing in MOTA beta 22

I don't recall on which list this was mentioned.  Someone said that they
were getting a Windows ding, as when a sound is missing, when bumping into a
wall and hearing the dead end indication.  I don't have that problem.  I
wonder if it was a partial download they got?

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Re: [Audyssey] sounds apparently not missing in MOTA beta 22

2011-08-17 Thread Thomas Ward
Hi,

Good question. All I know when Angela runs into a wall she says,
"Looks like a deadend." If someone isn't getting that then they may
have a bad install as it works perfectly fine here.

Cheers!




On 8/17/11, Charles Rivard  wrote:
> I don't recall on which list this was mentioned.  Someone said that they
> were getting a Windows ding, as when a sound is missing, when bumping into a
> wall and hearing the dead end indication.  I don't have that problem.  I
> wonder if it was a partial download they got?
>
> ---
> "Security is not the absence of danger.  It is the presence of the Lord."
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[Audyssey] sounds apparently not missing in MOTA beta 22

2011-08-17 Thread Charles Rivard
I don't recall on which list this was mentioned.  Someone said that they were 
getting a Windows ding, as when a sound is missing, when bumping into a wall 
and hearing the dead end indication.  I don't have that problem.  I wonder if 
it was a partial download they got?

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[Audyssey] sounds for castaways

2011-07-17 Thread Che
  Overall, I really like the sounds chosen so far, minus the birth 
sound, which I've replaced myself, as it scares the crap out of me every 
time, hehehehe.
 To that end, sound packs could be put on send space or drop box if 
folks out there would like to share their custom sounds.
This worked out well for BA, with folks replacing sounds, adjusting 
volume, etc. as they wished. Having an open sounds folder is a great way 
to allow folks to do some fairly easy customization of their game 
experience, and I'm glad Jeremy has gone this route.

  Che
On 7/17/2011 10:39 AM, Jeremy Kaldobsky wrote:

When it comes to sound effects, I have a pretty poor track record for choosing 
ones that are of high quality, haha!  Because I think it is important to 
recognize your own limitations, I have asked fellow user Locutus to handle the 
game's sounds.  For the moment, the game is equipped with only a few temporary 
sounds which are only there to help Locutus play around with different 
possibilities.  A recent issue with his external hard drive has slowed him 
down, but I'm sure we will eventually get some great stuff to replace the 
current sounds.  For the most part, the decisions about what sounds to have is 
being left in his capable hands.  I will simply change around code to fit 
whatever he comes up with.

That's a rather long way, of me saying, I can't answer your question because I 
put someone else in charge of that decision, lol.

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Re: [Audyssey] sounds and their volumes

2010-10-03 Thread Thomas Ward
Hi Shaun,
Definitely not a good idea. Most of this can be corrected internally
just by figuring out the right values to give OpenAL. It is, of
course, not really OpenAL's fault but my own since I am still in a
sense still experimenting with the library. I'm trying to create a 2d
soundscape with a library designed to reproduce a full virtual  3d
soundscape with support for 5.1 and 7.1 output which is overkill here.

Smile.


On 10/3/10, shaun everiss  wrote:
> Hi.
> tom there is another way, to do the sounds but its going to be consuming to
> do.
> in night of parasite sounds are at the same volume or rather less,
> depending where they are.
> however each position centre, slightly right, medium right and hard
> right same with left and behind are seperate files.
> OFcause this means a bigger game.
> It also means a lot of initial work, with editing and fiddling with
> the sfx but this could be a way to handle the sounds.
> in beta 13 I hear a monster to my right its quiet ish because its to
> my right it comes closer and closer and gets louder and louder.
> however its never fully in the centre in fact once it is I am sure
> its to close same with the pits.
> right now once the sound gets in the to close or almost to close its
> to loud and vice versa though I know its there at the range I need it
> so can handle it.
> Though I don't have the file anymore I went back to beta 13.
> One way you could have the game do things is have the sounds
> compressed in a big file to make it smaller  then during install the
> file is uncompressed.
> not sure how it would work, and it would probably take longer than
> necessary.
> I did not notice any lag with the game but I have a duel core of 2.1
> ghz with 2gb ram with xp pro and the cpu didn't budge.
> It may be something to think about though I am sure you are doing
> your best and not many of us should have single cores anymore.
>
>
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[Audyssey] sounds and their volumes

2010-10-02 Thread shaun everiss

Hi.
tom there is another way, to do the sounds but its going to be consuming to do.
in night of parasite sounds are at the same volume or rather less, 
depending where they are.
however each position centre, slightly right, medium right and hard 
right same with left and behind are seperate files.

OFcause this means a bigger game.
It also means a lot of initial work, with editing and fiddling with 
the sfx but this could be a way to handle the sounds.
in beta 13 I hear a monster to my right its quiet ish because its to 
my right it comes closer and closer and gets louder and louder.
however its never fully in the centre in fact once it is I am sure 
its to close same with the pits.
right now once the sound gets in the to close or almost to close its 
to loud and vice versa though I know its there at the range I need it 
so can handle it.

Though I don't have the file anymore I went back to beta 13.
One way you could have the game do things is have the sounds 
compressed in a big file to make it smaller  then during install the 
file is uncompressed.

not sure how it would work, and it would probably take longer than necessary.
I did not notice any lag with the game but I have a duel core of 2.1 
ghz with 2gb ram with xp pro and the cpu didn't budge.
It may be something to think about though I am sure you are doing 
your best and not many of us should have single cores anymore.



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Re: [Audyssey] sounds in MOTA - Re: Bug in MOTA.

2009-03-07 Thread Shadow Dragon
Hence why I said this would be a little odd for arrows. Its not realistic 
but it's the only way I can think of for arrows to pan. Moot point though 
since Thomas has already said he won't do anything like this in the near 
future.


--
From: "Charles Rivard" 
Sent: Saturday, March 07, 2009 11:04 AM
To: "Gamers Discussion list" 
Subject: [Audyssey] sounds in MOTA - Re:  Bug in MOTA.

Arrows never make a propeller-type sound.  If a lightning bolt were to hit 
a wooden shaft, it might sizzle or pop, or it would pop if the shaft were 
aluminum, although I don't think these would be aluminum arrows.


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: "Shadow Dragon" 

To: "Gamers Discussion list" 
Sent: Saturday, March 07, 2009 2:02 AM
Subject: Re: [Audyssey] Bug in MOTA.



Bah. Sorry for the double post, forgot to answer the second part of this.

For panning, what I was thinking of is this. Say a harpy tosses a 
lightning bolt at you. So you hear the lightning sound, only instead of 
staying stationary and then hearing a pain cry, you hear the bolt pan 
across the screen to your character so you know how close its getting so 
you can dodge. If it hits, you hear an electrical explosion as your 
character yells out. This would be a little odd for arrows, but you could 
always do what graphic audio does in that situation and give the arrow a 
kind of high speed propellor or wind sound to signify its flight. It'd 
make attacks a bit easier to avoid and make them more realistic, in my 
opinion. Just a suggestion though.


--
From: "Thomas Ward" 
Sent: Friday, March 06, 2009 7:27 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Bug in MOTA.


Hi,
As I just mentioned in the previous post there are two reasons why a 
weapon might not be doing any damage. First, you are too close. If you 
are too close you can't correctly aim, swing your sword, etc because of 
lack of room to maneuver in. Second, the enemy is out of range. In that 
case you flat out miss because it is too far away to hit.
As far as your panning suggestion can you explain further? I'm afraid 
I'm not sure exactly what you are suggesting/asking.
As for ducking I know it is fairly messed up. I've tried, but can't 
exactly get it right. If I don't resolve it soon I'm strongly 
considering just scrapping the duck command altogether. That's how 
annoyed I am with it right now. Grin.


Shadow Dragon wrote:
Yeah, I've seen something like this before, sometimes your weapons just 
outright stop working on enemies and you have to run in the opposite 
direction and turn back around to be able to do damage. Also, any 
chance the attacks could have some kind of connection sound and 
panning, so crouching would be a bit easier and make more sense? At the 
moment it just sounds odd, you hear the attack go off, then the 
character just randomly yells out, haha. Its kind of amusing, but makes 
getting into any kind of rhythm a bit tough. Also every once in a while 
crouching seems to disable itself, if you hold it down you'll crouch a 
bunch in rapid succession, but if you try to time it, sometimes crouch 
just outright doesn't work and you end up taking a hit before you can 
crouch again.





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If you want t

Re: [Audyssey] sounds in MOTA - Re: Bug in MOTA.

2009-03-07 Thread Jerry
You hear those twirling arrows when midevil arrows are being shown, i don't 
think they flew straight like todays arrows but of course I might be wrong.
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Saturday, March 07, 2009 1:04 PM
Subject: [Audyssey] sounds in MOTA - Re: Bug in MOTA.


Arrows never make a propeller-type sound.  If a lightning bolt were to hit 
a wooden shaft, it might sizzle or pop, or it would pop if the shaft were 
aluminum, although I don't think these would be aluminum arrows.


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: "Shadow Dragon" 

To: "Gamers Discussion list" 
Sent: Saturday, March 07, 2009 2:02 AM
Subject: Re: [Audyssey] Bug in MOTA.



Bah. Sorry for the double post, forgot to answer the second part of this.

For panning, what I was thinking of is this. Say a harpy tosses a 
lightning bolt at you. So you hear the lightning sound, only instead of 
staying stationary and then hearing a pain cry, you hear the bolt pan 
across the screen to your character so you know how close its getting so 
you can dodge. If it hits, you hear an electrical explosion as your 
character yells out. This would be a little odd for arrows, but you could 
always do what graphic audio does in that situation and give the arrow a 
kind of high speed propellor or wind sound to signify its flight. It'd 
make attacks a bit easier to avoid and make them more realistic, in my 
opinion. Just a suggestion though.


--
From: "Thomas Ward" 
Sent: Friday, March 06, 2009 7:27 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Bug in MOTA.


Hi,
As I just mentioned in the previous post there are two reasons why a 
weapon might not be doing any damage. First, you are too close. If you 
are too close you can't correctly aim, swing your sword, etc because of 
lack of room to maneuver in. Second, the enemy is out of range. In that 
case you flat out miss because it is too far away to hit.
As far as your panning suggestion can you explain further? I'm afraid 
I'm not sure exactly what you are suggesting/asking.
As for ducking I know it is fairly messed up. I've tried, but can't 
exactly get it right. If I don't resolve it soon I'm strongly 
considering just scrapping the duck command altogether. That's how 
annoyed I am with it right now. Grin.


Shadow Dragon wrote:
Yeah, I've seen something like this before, sometimes your weapons just 
outright stop working on enemies and you have to run in the opposite 
direction and turn back around to be able to do damage. Also, any 
chance the attacks could have some kind of connection sound and 
panning, so crouching would be a bit easier and make more sense? At the 
moment it just sounds odd, you hear the attack go off, then the 
character just randomly yells out, haha. Its kind of amusing, but makes 
getting into any kind of rhythm a bit tough. Also every once in a while 
crouching seems to disable itself, if you hold it down you'll crouch a 
bunch in rapid succession, but if you try to time it, sometimes crouch 
just outright doesn't work and you end up taking a hit before you can 
crouch again.





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[Audyssey] sounds in MOTA - Re: Bug in MOTA.

2009-03-07 Thread Charles Rivard
Arrows never make a propeller-type sound.  If a lightning bolt were to hit a 
wooden shaft, it might sizzle or pop, or it would pop if the shaft were 
aluminum, although I don't think these would be aluminum arrows.


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: "Shadow Dragon" 

To: "Gamers Discussion list" 
Sent: Saturday, March 07, 2009 2:02 AM
Subject: Re: [Audyssey] Bug in MOTA.



Bah. Sorry for the double post, forgot to answer the second part of this.

For panning, what I was thinking of is this. Say a harpy tosses a 
lightning bolt at you. So you hear the lightning sound, only instead of 
staying stationary and then hearing a pain cry, you hear the bolt pan 
across the screen to your character so you know how close its getting so 
you can dodge. If it hits, you hear an electrical explosion as your 
character yells out. This would be a little odd for arrows, but you could 
always do what graphic audio does in that situation and give the arrow a 
kind of high speed propellor or wind sound to signify its flight. It'd 
make attacks a bit easier to avoid and make them more realistic, in my 
opinion. Just a suggestion though.


--
From: "Thomas Ward" 
Sent: Friday, March 06, 2009 7:27 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Bug in MOTA.


Hi,
As I just mentioned in the previous post there are two reasons why a 
weapon might not be doing any damage. First, you are too close. If you 
are too close you can't correctly aim, swing your sword, etc because of 
lack of room to maneuver in. Second, the enemy is out of range. In that 
case you flat out miss because it is too far away to hit.
As far as your panning suggestion can you explain further? I'm afraid I'm 
not sure exactly what you are suggesting/asking.
As for ducking I know it is fairly messed up. I've tried, but can't 
exactly get it right. If I don't resolve it soon I'm strongly considering 
just scrapping the duck command altogether. That's how annoyed I am with 
it right now. Grin.


Shadow Dragon wrote:
Yeah, I've seen something like this before, sometimes your weapons just 
outright stop working on enemies and you have to run in the opposite 
direction and turn back around to be able to do damage. Also, any chance 
the attacks could have some kind of connection sound and panning, so 
crouching would be a bit easier and make more sense? At the moment it 
just sounds odd, you hear the attack go off, then the character just 
randomly yells out, haha. Its kind of amusing, but makes getting into 
any kind of rhythm a bit tough. Also every once in a while crouching 
seems to disable itself, if you hold it down you'll crouch a bunch in 
rapid succession, but if you try to time it, sometimes crouch just 
outright doesn't work and you end up taking a hit before you can crouch 
again.





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Re: [Audyssey] sounds archives

2008-10-17 Thread shaun everiss
I could also test to.
At 05:07 a.m. 18/10/2008, you wrote:
>Tylor,
>
>I can't help with music, but i'd be willing to act as a tester for you if 
>you'd want them.
>
>Aiden
>- Original Message - From: "Tyler Littlefield" <[EMAIL PROTECTED]>
>To: "Gamers Discussion list" 
>Sent: Friday, October 17, 2008 3:19 AM
>Subject: [Audyssey] sounds archives
>
>
>>As mentioned before, I was thinking about making a game.
>>I'd like to see a first-person shooter, similar to halo or something, with a 
>>GTA blend.
>>I'm looking for people or places that would be willing to help with sounds 
>>and music.
>>It's going to be freeware, so nothing in return, just the thought you helped, 
>>and your names engraved on the credits page.
>>
>>
>>Thanks,
>>Tyler Littlefield
>>email: [EMAIL PROTECTED]
>>web: tysdomain-com
>>Visit for quality software and web design.
>>skype: st8amnd2005
>>---
>>Gamers mailing list __ Gamers@audyssey.org
>>If you want to leave the list, send E-mail to [EMAIL PROTECTED]
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>
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Re: [Audyssey] sounds archives

2008-10-17 Thread shaun everiss
this game is for a halo type thingy is it?
I have the official tracks here, 
but I'll discuss what I can get with over msn
At 11:00 p.m. 17/10/2008, you wrote:
>that'd be great. I'm looking to start off with some ambient type music, calm, 
>combat, etc.
>Also a couple different gun sounds, machine gun, pistol, a grenade sound, 
>swinging a knife, an oof, when someone gets hit, something for death, and 
>footsteps.
>That's just the generalized list, for you and anyone else who might want to 
>help out, I think I might have some of the music.
>I'm going to get basic combat set up, and get the rooms planned out, and then 
>I can start adding more.
>
>Thanks,
>Tyler Littlefield
>email: [EMAIL PROTECTED]
>web: tysdomain-com
>Visit for quality software and web design.
>skype: st8amnd2005
>
>- Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]>
>To: "Gamers Discussion list" 
>Sent: Friday, October 17, 2008 12:48 AM
>Subject: Re: [Audyssey] sounds archives
>
>
>>Hi Tyler,
>>Sounds great. A Halo style clone would rock. As far as sound effects go I can 
>>probably help out with that depending on what exactly you need.
>>
>>Tyler Littlefield wrote:
>>>As mentioned before, I was thinking about making a game.
>>>I'd like to see a first-person shooter, similar to halo or something, with a 
>>>GTA blend.
>>>I'm looking for people or places that would be willing to help with sounds 
>>>and music.
>>>It's going to be freeware, so nothing in return, just the thought you 
>>>helped, and your names engraved on the credits page.
>>>
>>>
>>>Thanks,
>>>Tyler Littlefield
>>>email: [EMAIL PROTECTED]
>>>web: tysdomain-com
>>>Visit for quality software and web design.
>>>skype: st8amnd2005
>>>---
>>>Gamers mailing list __ Gamers@audyssey.org
>>>If you want to leave the list, send E-mail to [EMAIL PROTECTED]
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>>>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>>>http://www.mail-archive.com/[EMAIL PROTECTED]
>>>If you have any questions or concerns regarding the management of the list,
>>>please send E-mail to [EMAIL PROTECTED]
>>>
>>
>>
>>---
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Re: [Audyssey] sounds archives

2008-10-17 Thread Tyler Littlefield
I think I posted them in a response to tom. I'll see if I can find that 
message.



Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005

- Original Message - 
From: "K. Matthew" <[EMAIL PROTECTED]>

To: "'Gamers Discussion list'" 
Sent: Friday, October 17, 2008 10:37 AM
Subject: Re: [Audyssey] sounds archives



Well.  Send me a list of needed sounds.

And I see what I can whip up for you.  What kind of music you are needing,
style, and so forth.

Matt.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Tyler Littlefield
Sent: Friday, October 17, 2008 11:30 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] sounds archives

I'm more in the market for sounds, but those who can contribute will be
first on the list for beta testers. :)

Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005

- Original Message - 
From: "K. Matthew" <[EMAIL PROTECTED]>

To: "'Gamers Discussion list'" 
Sent: Friday, October 17, 2008 10:17 AM
Subject: Re: [Audyssey] sounds archives



Hi Tylor.  I have a sound studio right here.  Need anything let me know.
I
be willing to help bug catch for you as well.  I'm already beta testing 3
games at the moment, but can add another.

Matt.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of aiden gardiner
Sent: Friday, October 17, 2008 11:08 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] sounds archives

Tylor,

I can't help with music, but i'd be willing to act as a tester for you if
you'd want them.

Aiden
- Original Message - 
From: "Tyler Littlefield" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Friday, October 17, 2008 3:19 AM
Subject: [Audyssey] sounds archives



As mentioned before, I was thinking about making a game.
I'd like to see a first-person shooter, similar to halo or something,
with



a GTA blend.
I'm looking for people or places that would be willing to help with
sounds



and music.
It's going to be freeware, so nothing in return, just the thought you
helped, and your names engraved on the credits page.


Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005
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Re: [Audyssey] sounds archives

2008-10-17 Thread K. Matthew
Well.  Send me a list of needed sounds.  

And I see what I can whip up for you.  What kind of music you are needing,
style, and so forth.

Matt.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Tyler Littlefield
Sent: Friday, October 17, 2008 11:30 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] sounds archives

I'm more in the market for sounds, but those who can contribute will be 
first on the list for beta testers. :)

Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005

- Original Message - 
From: "K. Matthew" <[EMAIL PROTECTED]>
To: "'Gamers Discussion list'" 
Sent: Friday, October 17, 2008 10:17 AM
Subject: Re: [Audyssey] sounds archives


> Hi Tylor.  I have a sound studio right here.  Need anything let me know. 
> I
> be willing to help bug catch for you as well.  I'm already beta testing 3
> games at the moment, but can add another.
>
> Matt.
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
> Behalf Of aiden gardiner
> Sent: Friday, October 17, 2008 11:08 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] sounds archives
>
> Tylor,
>
> I can't help with music, but i'd be willing to act as a tester for you if
> you'd want them.
>
> Aiden
> - Original Message - 
> From: "Tyler Littlefield" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Friday, October 17, 2008 3:19 AM
> Subject: [Audyssey] sounds archives
>
>
>> As mentioned before, I was thinking about making a game.
>> I'd like to see a first-person shooter, similar to halo or something, 
>> with
>
>> a GTA blend.
>> I'm looking for people or places that would be willing to help with 
>> sounds
>
>> and music.
>> It's going to be freeware, so nothing in return, just the thought you
>> helped, and your names engraved on the credits page.
>>
>>
>> Thanks,
>> Tyler Littlefield
>> email: [EMAIL PROTECTED]
>> web: tysdomain-com
>> Visit for quality software and web design.
>> skype: st8amnd2005
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> [EMAIL PROTECTED]
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> http://www.mail-archive.com/[EMAIL PROTECTED]
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to [EMAIL PROTECTED]
>
>
> ---
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Re: [Audyssey] sounds archives

2008-10-17 Thread Tyler Littlefield
I'm more in the market for sounds, but those who can contribute will be 
first on the list for beta testers. :)


Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005

- Original Message - 
From: "K. Matthew" <[EMAIL PROTECTED]>

To: "'Gamers Discussion list'" 
Sent: Friday, October 17, 2008 10:17 AM
Subject: Re: [Audyssey] sounds archives


Hi Tylor.  I have a sound studio right here.  Need anything let me know. 
I

be willing to help bug catch for you as well.  I'm already beta testing 3
games at the moment, but can add another.

Matt.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of aiden gardiner
Sent: Friday, October 17, 2008 11:08 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] sounds archives

Tylor,

I can't help with music, but i'd be willing to act as a tester for you if
you'd want them.

Aiden
- Original Message - 
From: "Tyler Littlefield" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Friday, October 17, 2008 3:19 AM
Subject: [Audyssey] sounds archives



As mentioned before, I was thinking about making a game.
I'd like to see a first-person shooter, similar to halo or something, 
with



a GTA blend.
I'm looking for people or places that would be willing to help with 
sounds



and music.
It's going to be freeware, so nothing in return, just the thought you
helped, and your names engraved on the credits page.


Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005
---
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Re: [Audyssey] sounds archives

2008-10-17 Thread K. Matthew
Hi Tylor.  I have a sound studio right here.  Need anything let me know.  I
be willing to help bug catch for you as well.  I'm already beta testing 3
games at the moment, but can add another.

Matt.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of aiden gardiner
Sent: Friday, October 17, 2008 11:08 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] sounds archives

Tylor,

I can't help with music, but i'd be willing to act as a tester for you if 
you'd want them.

Aiden
- Original Message - 
From: "Tyler Littlefield" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, October 17, 2008 3:19 AM
Subject: [Audyssey] sounds archives


> As mentioned before, I was thinking about making a game.
> I'd like to see a first-person shooter, similar to halo or something, with

> a GTA blend.
> I'm looking for people or places that would be willing to help with sounds

> and music.
> It's going to be freeware, so nothing in return, just the thought you 
> helped, and your names engraved on the credits page.
>
>
> Thanks,
> Tyler Littlefield
> email: [EMAIL PROTECTED]
> web: tysdomain-com
> Visit for quality software and web design.
> skype: st8amnd2005
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> http://www.mail-archive.com/[EMAIL PROTECTED]
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Re: [Audyssey] sounds archives

2008-10-17 Thread aiden gardiner

Tylor,

I can't help with music, but i'd be willing to act as a tester for you if 
you'd want them.


Aiden
- Original Message - 
From: "Tyler Littlefield" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Friday, October 17, 2008 3:19 AM
Subject: [Audyssey] sounds archives



As mentioned before, I was thinking about making a game.
I'd like to see a first-person shooter, similar to halo or something, with 
a GTA blend.
I'm looking for people or places that would be willing to help with sounds 
and music.
It's going to be freeware, so nothing in return, just the thought you 
helped, and your names engraved on the credits page.



Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005
---
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Re: [Audyssey] sounds archives

2008-10-17 Thread Tyler Littlefield
yeah, I'm just going for a bit of their style. don't want to get smacked 
with copyright laws.


Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005

- Original Message - 
From: "shaun everiss" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Friday, October 17, 2008 12:51 AM
Subject: Re: [Audyssey] sounds archives


not sure how legal this is but I have the soundtracks to halo, but I 
suspect they are copywrited so I can't actually share these.

At 07:48 p.m. 17/10/2008, you wrote:

Hi Tyler,
Sounds great. A Halo style clone would rock. As far as sound effects go I 
can probably help out with that depending on what exactly you need.


Tyler Littlefield wrote:

As mentioned before, I was thinking about making a game.
I'd like to see a first-person shooter, similar to halo or something, 
with a GTA blend.
I'm looking for people or places that would be willing to help with 
sounds and music.
It's going to be freeware, so nothing in return, just the thought you 
helped, and your names engraved on the credits page.



Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005
---
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Re: [Audyssey] sounds archives

2008-10-17 Thread Tyler Littlefield
that'd be great. I'm looking to start off with some ambient type music, 
calm, combat, etc.
Also a couple different gun sounds, machine gun, pistol, a grenade sound, 
swinging a knife, an oof, when someone gets hit, something for death, and 
footsteps.
That's just the generalized list, for you and anyone else who might want to 
help out, I think I might have some of the music.
I'm going to get basic combat set up, and get the rooms planned out, and 
then I can start adding more.


Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Friday, October 17, 2008 12:48 AM
Subject: Re: [Audyssey] sounds archives



Hi Tyler,
Sounds great. A Halo style clone would rock. As far as sound effects go I 
can probably help out with that depending on what exactly you need.


Tyler Littlefield wrote:

As mentioned before, I was thinking about making a game.
I'd like to see a first-person shooter, similar to halo or something, 
with a GTA blend.
I'm looking for people or places that would be willing to help with 
sounds and music.
It's going to be freeware, so nothing in return, just the thought you 
helped, and your names engraved on the credits page.



Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005
---
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Re: [Audyssey] sounds archives

2008-10-17 Thread shaun everiss
yeah I have heard of such packs.
they come out all the time, and don't forget game mods they are not official  
either.
not supported by the companies that make the game, etc.
At 08:20 p.m. 17/10/2008, you wrote:
>Hi Shaun,
>Yeah, you can bet your fur those sounds and music are copyrighted. However, 
>there is a legal way to share them, and make a game very close to Halo with 
>music and sound without bringing down a bunch of legal crap on your head. One 
>way is by creating the game with a slightly different story line, use 
>different sounds, different music, etc in the official release. However, 
>unofficially release a Halo soundpack  under a different license agreement 
>that says it is an unofficial sound pack for game x, include any and all 
>copyright and trade mark information, and don't publically supportit. Kind of 
>stepping through loopholes in the copyright laws.
>For example, my new treasure hunting series, Tomb Hunter, is a knock off of 
>Tomb Raider. Everybody knows that, but legally Edos can't do anything about it 
>because Angela Carter, Tomb Hunter, and even the stories are in my own name. I 
>own the copyrights for them. However, unofficially after the release let us 
>just say an unnofficial sound pack of music, Lara Croft sound effects, gets 
>passed around  for the game and bingo you get Tomb Raider. Just install the 
>update and Tomb Hunter becomes Tomb Raider complete with Lara Croft, official 
>Tomb Raider music, icons, whatever.
>If Edos does get peed off, tell me to ddrop the soundpack, no problem. I still 
>own the game and those who downloaded the soundpack will probably put it up on 
>send space, div share, file send, whatever and still be publically available 
>in one form or another.
>Grin.
>
>shaun everiss wrote:
>>not sure how legal this is but I have the soundtracks to halo, but I suspect 
>>they are copywrited so I can't actually share these.
>>  
>
>
>---
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Re: [Audyssey] sounds archives

2008-10-17 Thread Thomas Ward

Hi Shaun,
Yeah, you can bet your fur those sounds and music are copyrighted. 
However, there is a legal way to share them, and make a game very close 
to Halo with music and sound without bringing down a bunch of legal crap 
on your head. One way is by creating the game with a slightly different 
story line, use different sounds, different music, etc in the official 
release. However, unofficially release a Halo soundpack  under a 
different license agreement that says it is an unofficial sound pack for 
game x, include any and all copyright and trade mark information, and 
don't publically supportit. Kind of stepping through loopholes in the 
copyright laws.
For example, my new treasure hunting series, Tomb Hunter, is a knock off 
of Tomb Raider. Everybody knows that, but legally Edos can't do anything 
about it because Angela Carter, Tomb Hunter, and even the stories are in 
my own name. I own the copyrights for them. However, unofficially after 
the release let us just say an unnofficial sound pack of music, Lara 
Croft sound effects, gets passed around  for the game and bingo you get 
Tomb Raider. Just install the update and Tomb Hunter becomes Tomb Raider 
complete with Lara Croft, official Tomb Raider music, icons, whatever.
If Edos does get peed off, tell me to ddrop the soundpack, no problem. I 
still own the game and those who downloaded the soundpack will probably 
put it up on send space, div share, file send, whatever and still be 
publically available in one form or another.

Grin.

shaun everiss wrote:

not sure how legal this is but I have the soundtracks to halo, but I suspect 
they are copywrited so I can't actually share these.
  



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Re: [Audyssey] sounds archives

2008-10-16 Thread shaun everiss
not sure how legal this is but I have the soundtracks to halo, but I suspect 
they are copywrited so I can't actually share these.
At 07:48 p.m. 17/10/2008, you wrote:
>Hi Tyler,
>Sounds great. A Halo style clone would rock. As far as sound effects go I can 
>probably help out with that depending on what exactly you need.
>
>Tyler Littlefield wrote:
>>As mentioned before, I was thinking about making a game.
>>I'd like to see a first-person shooter, similar to halo or something, with a 
>>GTA blend.
>>I'm looking for people or places that would be willing to help with sounds 
>>and music.
>>It's going to be freeware, so nothing in return, just the thought you helped, 
>>and your names engraved on the credits page.
>>
>>
>>Thanks,
>>Tyler Littlefield
>>email: [EMAIL PROTECTED]
>>web: tysdomain-com
>>Visit for quality software and web design.
>>skype: st8amnd2005
>>---
>>Gamers mailing list __ Gamers@audyssey.org
>>If you want to leave the list, send E-mail to [EMAIL PROTECTED]
>>You can make changes or update your subscription via the web, at
>>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>All messages are archived and can be searched and read at
>>http://www.mail-archive.com/[EMAIL PROTECTED]
>>If you have any questions or concerns regarding the management of the list,
>>please send E-mail to [EMAIL PROTECTED]
>>
>>  
>
>
>---
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Re: [Audyssey] sounds archives

2008-10-16 Thread Thomas Ward

Hi Tyler,
Sounds great. A Halo style clone would rock. As far as sound effects go 
I can probably help out with that depending on what exactly you need.


Tyler Littlefield wrote:

As mentioned before, I was thinking about making a game.
I'd like to see a first-person shooter, similar to halo or something, with a 
GTA blend.
I'm looking for people or places that would be willing to help with sounds and 
music.
It's going to be freeware, so nothing in return, just the thought you helped, 
and your names engraved on the credits page.


Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005
---
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Re: [Audyssey] sounds archives

2008-10-16 Thread Tyler Littlefield
awesome. I assume your the anonymous dude who just sent me an msn message. 
I'll catch ya on msn tomorrow at some point. finishing up a 5 page essay, 
then I'm going to try to sleep. got up at 2 to get hw done, so I'm kinda 
zonked at the moment.


Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005

- Original Message - 
From: "shaun everiss" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Thursday, October 16, 2008 9:15 PM
Subject: Re: [Audyssey] sounds archives



yeah.
I'll help, I don't have many freeware libs, all my stuff came from sighted 
games my friends have or now dead servers on the net, as well as sites 
like the recordest.
Due to game security, dead servers, etc and a few other things I have not 
as many sounds as I'd like, I have some royalty sfx disks that I 
lagitimately grabbed but I havn't intigrated these into my database as 
yet.

At 03:19 p.m. 17/10/2008, you wrote:

As mentioned before, I was thinking about making a game.
I'd like to see a first-person shooter, similar to halo or something, with 
a GTA blend.
I'm looking for people or places that would be willing to help with sounds 
and music.
It's going to be freeware, so nothing in return, just the thought you 
helped, and your names engraved on the credits page.



Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005
---
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Re: [Audyssey] sounds archives

2008-10-16 Thread shaun everiss
yeah.
I'll help, I don't have many freeware libs, all my stuff came from sighted 
games my friends have or now dead servers on the net, as well as sites like the 
recordest.
Due to game security, dead servers, etc and a few other things I have not as 
many sounds as I'd like, I have some royalty sfx disks that I lagitimately 
grabbed but I havn't intigrated these into my database as yet.
At 03:19 p.m. 17/10/2008, you wrote:
>As mentioned before, I was thinking about making a game.
>I'd like to see a first-person shooter, similar to halo or something, with a 
>GTA blend.
>I'm looking for people or places that would be willing to help with sounds and 
>music.
>It's going to be freeware, so nothing in return, just the thought you helped, 
>and your names engraved on the credits page.
>
>
>Thanks,
>Tyler Littlefield
>email: [EMAIL PROTECTED]
>web: tysdomain-com
>Visit for quality software and web design.
>skype: st8amnd2005
>---
>Gamers mailing list __ Gamers@audyssey.org
>If you want to leave the list, send E-mail to [EMAIL PROTECTED]
>You can make changes or update your subscription via the web, at
>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>All messages are archived and can be searched and read at
>http://www.mail-archive.com/[EMAIL PROTECTED]
>If you have any questions or concerns regarding the management of the list,
>please send E-mail to [EMAIL PROTECTED]



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[Audyssey] sounds archives

2008-10-16 Thread Tyler Littlefield
As mentioned before, I was thinking about making a game.
I'd like to see a first-person shooter, similar to halo or something, with a 
GTA blend.
I'm looking for people or places that would be willing to help with sounds and 
music.
It's going to be freeware, so nothing in return, just the thought you helped, 
and your names engraved on the credits page.


Thanks,
Tyler Littlefield
email: [EMAIL PROTECTED]
web: tysdomain-com
Visit for quality software and web design.
skype: st8amnd2005
---
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Re: [Audyssey] sounds for godwars II

2008-05-11 Thread Tj
godwars2.org 3000
- Original Message - 
From: <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, May 11, 2008 5:38 PM
Subject: Re: [Audyssey] sounds for godwars II


> What is the address and port for godwars2?
> thanks
> Chris
> - Original Message - 
> From: "Stefen Hudson" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Sunday, May 11, 2008 5:11 PM
> Subject: Re: [Audyssey] sounds for godwars II
>
>
>> Hi,
>>
>> I'm currently working on porting the sounds for Miriani from Monkey Term
>> to
>> VIP Mud. The same could be done with the God Wars sounds, but it would
>> require manually entering every trigger. This is due to the fact that
>> Monkey
>> Term's triggers go in an XML file, while VIP Mud's triggers go in .set
>> files.
>>
>> ------
>> From: "will lomas" <[EMAIL PROTECTED]>
>> Sent: Sunday, May 11, 2008 12:42 PM
>> To: "Gamers Discussion list" 
>> Subject: [Audyssey] sounds for godwars II
>>
>>> hi has anyone got the sounds that were made for monkey term to work
>>> with god wars II, to work within v i p mud?
>>> if so can they instruct me how to do this or send me a config file or
>>> however it works?
>>> will
>>>
>>>
>>> ---
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>>
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Re: [Audyssey] sounds for godwars II

2008-05-11 Thread christopher.reagan
What is the address and port for godwars2?
thanks
Chris
- Original Message - 
From: "Stefen Hudson" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, May 11, 2008 5:11 PM
Subject: Re: [Audyssey] sounds for godwars II


> Hi,
>
> I'm currently working on porting the sounds for Miriani from Monkey Term 
> to
> VIP Mud. The same could be done with the God Wars sounds, but it would
> require manually entering every trigger. This is due to the fact that 
> Monkey
> Term's triggers go in an XML file, while VIP Mud's triggers go in .set
> files.
>
> --
> From: "will lomas" <[EMAIL PROTECTED]>
> Sent: Sunday, May 11, 2008 12:42 PM
> To: "Gamers Discussion list" 
> Subject: [Audyssey] sounds for godwars II
>
>> hi has anyone got the sounds that were made for monkey term to work
>> with god wars II, to work within v i p mud?
>> if so can they instruct me how to do this or send me a config file or
>> however it works?
>> will
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> [EMAIL PROTECTED]
>> You can make changes or update your subscription via the web, at
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>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/[EMAIL PROTECTED]
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>> list,
>> please send E-mail to [EMAIL PROTECTED]
>>
>
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>
> 


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Re: [Audyssey] sounds for godwars II

2008-05-11 Thread Stefen Hudson
Hi,

I'm currently working on porting the sounds for Miriani from Monkey Term to 
VIP Mud. The same could be done with the God Wars sounds, but it would 
require manually entering every trigger. This is due to the fact that Monkey 
Term's triggers go in an XML file, while VIP Mud's triggers go in .set 
files.

--
From: "will lomas" <[EMAIL PROTECTED]>
Sent: Sunday, May 11, 2008 12:42 PM
To: "Gamers Discussion list" 
Subject: [Audyssey] sounds for godwars II

> hi has anyone got the sounds that were made for monkey term to work
> with god wars II, to work within v i p mud?
> if so can they instruct me how to do this or send me a config file or
> however it works?
> will
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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[Audyssey] sounds for godwars II

2008-05-11 Thread will lomas
hi has anyone got the sounds that were made for monkey term to work  
with god wars II, to work within v i p mud?
if so can they instruct me how to do this or send me a config file or  
however it works?
will


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Re: [Audyssey] sounds of the synth

2008-03-23 Thread Andy
Heheheheheh, how about this one lolololololol or hirr'rr'rr 
hirr'rr'rr'rr'rr'rr hirr'rr'rr'rr

Well it's offtopic so I'll leave with this:
happy easterhrrhrrhrrhrrhrrhrrhrrhrrhrrhrrhr!




> - Original Message -
>From: "Bryan Peterson" <[EMAIL PROTECTED]
>To: "Charles Rivard" <[EMAIL PROTECTED]>,"Gamers Discussion 
list" Date sent: Sat, 22 Mar 2008 19:24:33 -0600
>Subject: Re: [Audyssey] sounds of the synth

>Not to mention the heh heh heh.
>Time is an illusion, lunchtime doubly so.
>- Original Message -
>From: "Charles Rivard" <[EMAIL PROTECTED]
>To: "Gamers Discussion list" Sent: Saturday, March 22, 2008 4:27 PM
>Subject: [Audyssey] sounds of the synth


>> Know how weird a screen reader and synthesizer makes that first 
word of
>> your
>> post sound??  heh heh heh.

>> ---
>> Laughter is the best medicine.  Look around you and find a dose.
>> - Original Message -
>> From: "Ryan Chou" <[EMAIL PROTECTED]
>> To: "Gamers Discussion list" > Sent: Saturday, March 22, 2008 9:56 AM
>> Subject: Re: [Audyssey] Mysteries of the Aztecs, Tom Ward's 
Revenge


>>> roflrofl!
>>> keep it up phil
>>> imanine if tom actually made the game like that


>> ---
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of the
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Re: [Audyssey] sounds of the synth

2008-03-23 Thread Bryan Peterson
Not to mention the heh heh heh.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: "Charles Rivard" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, March 22, 2008 4:27 PM
Subject: [Audyssey] sounds of the synth


> Know how weird a screen reader and synthesizer makes that first word of 
> your
> post sound??  heh heh heh.
>
> ---
> Laughter is the best medicine.  Look around you and find a dose.
> - Original Message - 
> From: "Ryan Chou" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Saturday, March 22, 2008 9:56 AM
> Subject: Re: [Audyssey] Mysteries of the Aztecs, Tom Ward's Revenge
>
>
>> roflrofl!
>> keep it up phil
>> imanine if tom actually made the game like that
>>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> [EMAIL PROTECTED]
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[Audyssey] sounds of the synth

2008-03-22 Thread Charles Rivard
Know how weird a screen reader and synthesizer makes that first word of your 
post sound??  heh heh heh.

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: "Ryan Chou" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, March 22, 2008 9:56 AM
Subject: Re: [Audyssey] Mysteries of the Aztecs, Tom Ward's Revenge


> roflrofl!
> keep it up phil
> imanine if tom actually made the game like that
> 

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Re: [Audyssey] sounds totally unnecessary

2008-02-06 Thread Valiant (on laptop)
Hi.
How about when someone uses their key they have to register that computer 
with you if the hardware id is different than previous authorizations. This 
says that I can register on this laptop. I have to register on the website 
too, now you can look and see that my user name has one comp registered. 
next, I authorize it on my desktop. I must be on the internet again, after I 
supply my user name and my password, I'm connected to the website again and 
since the registration notices my hardware id is different than what it is 
up on the website, I'm registered again. This way, maybe if you can grab the 
right information you can do something about piracy because in order to work 
it you'd have to have a load of registrations for one user names, could 
limit it to like 4 or 5 per person too, and if they run out then they've got 
to come asking you to redo their counts.
It won't work if they're not on the internet. Everyone has internet now 
adays, if not, they've got to call you so you can register for them and give 
them this really wicked long string they've got to type in some obscure 
field and register it that way, never happen since they're sure to have 
internet somewhere? They downloaded the game somehow right? the problem is 
you can crack jaws which is similar to that, so guess that won't help a 
whole lot, but maybe it won't be a easy.
To: <[EMAIL PROTECTED]>; "Gamers Discussion list" 

Sent: Tuesday, February 05, 2008 1:57 PM
Subject: Re: [Audyssey] sounds totally unnecessary


>I know a lot of people have really had problems with hardware Ids.  I'm
> looking at the possibility of goign with a user name based key which yes. 
> I
> know opens up the possibility for sharing keys, but I think it'll make the
> end user happy and cut down on the amount of hey liam can you generate a 
> new
> unlock code emails.
>
> - Original Message - 
> From: "Demetry" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Tuesday, February 05, 2008 12:28 PM
> Subject: Re: [Audyssey] sounds totally unnecessary
>
>
>> Hi,
>>
>> I know this problem. On last December I
>> bought a new hard drive disc an before two days ago this disc was
>> crashed unfortunately. Since yesterday I have a new (second) disc. I
>> really dislike the hardware IDs of the games too. Because now, I need to
>> recontact the L-Works and other companies where I can get a new product
>> key for the game...
>> But, I understanding the game developer, because they want to be sure
>> who use the registered game. Software Piracy is not a cavalier offence...
>> BTW: I would like to know, how will create such as an hardware ID?
>>
>> Demetry
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
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>> [EMAIL PROTECTED]
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>> list,
>> please send E-mail to [EMAIL PROTECTED]
>
>
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Re: [Audyssey] sounds totally unnecessary

2008-02-05 Thread Liam Erven
I know a lot of people have really had problems with hardware Ids.  I'm 
looking at the possibility of goign with a user name based key which yes.  I 
know opens up the possibility for sharing keys, but I think it'll make the 
end user happy and cut down on the amount of hey liam can you generate a new 
unlock code emails.

- Original Message - 
From: "Demetry" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, February 05, 2008 12:28 PM
Subject: Re: [Audyssey] sounds totally unnecessary


> Hi,
>
> I know this problem. On last December I
> bought a new hard drive disc an before two days ago this disc was
> crashed unfortunately. Since yesterday I have a new (second) disc. I
> really dislike the hardware IDs of the games too. Because now, I need to
> recontact the L-Works and other companies where I can get a new product
> key for the game...
> But, I understanding the game developer, because they want to be sure
> who use the registered game. Software Piracy is not a cavalier offence...
> BTW: I would like to know, how will create such as an hardware ID?
>
> Demetry
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> [EMAIL PROTECTED]
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> http://www.mail-archive.com/[EMAIL PROTECTED]
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to [EMAIL PROTECTED] 


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Re: [Audyssey] sounds totally unnecessary

2008-02-05 Thread Darren Harris
I must admit that is a pain when you change systems. I'm in the middle of
changing everything. Some of my games am just going to drop because I just
can't be bothered

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Demetry
Sent: 05 February 2008 18:28
To: Gamers Discussion list
Subject: Re: [Audyssey] sounds totally unnecessary


Hi,

I know this problem. On last December I
bought a new hard drive disc an before two days ago this disc was 
crashed unfortunately. Since yesterday I have a new (second) disc. I 
really dislike the hardware IDs of the games too. Because now, I need to 
recontact the L-Works and other companies where I can get a new product 
key for the game...
But, I understanding the game developer, because they want to be sure 
who use the registered game. Software Piracy is not a cavalier offence...
BTW: I would like to know, how will create such as an hardware ID?

Demetry


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-- 
No virus found in this incoming message.
Checked by AVG Free Edition. 
Version: 7.5.516 / Virus Database: 269.19.20/1259 - Release Date: 04/02/2008
20:42



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Re: [Audyssey] sounds totally unnecessary

2008-02-05 Thread Demetry
Hi,

I know this problem. On last December I
bought a new hard drive disc an before two days ago this disc was 
crashed unfortunately. Since yesterday I have a new (second) disc. I 
really dislike the hardware IDs of the games too. Because now, I need to 
recontact the L-Works and other companies where I can get a new product 
key for the game...
But, I understanding the game developer, because they want to be sure 
who use the registered game. Software Piracy is not a cavalier offence...
BTW: I would like to know, how will create such as an hardware ID?

Demetry


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[Audyssey] sounds totally unnecessary - Re: piracy of judgment day

2008-02-05 Thread Charles Rivard
Why on earth would you reformat your hard drive so often?

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: "oriol gómez" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, February 04, 2008 10:22 PM
Subject: Re: [Audyssey] piracy of judgment day


> Ok, I have the judgmenent day crack too, but I actually bought the
> game. Reason? I reformat my computer a lot, probably once per month if
> it gets bad, so I constantly have to either ask for new product ID's
> and dan is probably getting mad at me because I keep asking for new
> super deekout codes. That's the only reason I have your jd crack but I
> really bought the game.


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Re: [Audyssey] sounds in scw

2007-11-20 Thread Phil Vlasak
Hi Nicol,
I am not sure since I added them a few years ago, but I think the dementor 
sounds were from a sound effect Cd named rude sound effects.

- Original Message - 
From: "nicol" <[EMAIL PROTECTED]>
To: "gamers" 
Sent: Tuesday, November 20, 2007 3:03 PM
Subject: [Audyssey] sounds in scw


> Phil what sound did you  use for dementors?
> 

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[Audyssey] sounds in scw

2007-11-20 Thread nicol
Phil what sound did you  use for dementors?


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Re: [Audyssey] sounds for games

2007-07-04 Thread Thomas Ward
Hi Andy,
Those effects are just PCM wav samples played back by MS DirectX 
DirectSound.
However, keep in mind when you begin writing games wav sound effects 
have copyrights so if you use any you have to make sure you either 
created them yourself, baught them from a sound vender, or use them if 
they are non-licensed.

Andy Smith wrote:
> Hi,
> I might bot be making games yet, but the way they make those sounds is
> soo cool! I got audition from Adobe, and goldwave, but thats it so
> far. It'd be cool to find out how to do that. Make those cool sounds,
> like you know in pipe or something.
> 
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> 
> 
> 
> 


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[Audyssey] sounds for games

2007-07-03 Thread Andy Smith
Hi,
I might bot be making games yet, but the way they make those sounds is
soo cool! I got audition from Adobe, and goldwave, but thats it so
far. It'd be cool to find out how to do that. Make those cool sounds,
like you know in pipe or something.

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Re: [Audyssey] Sounds from Tecno Shock

2007-03-16 Thread Samuel Wilkins
I did but got no reply.
- Original Message - 
From: "Liam Erven" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, March 15, 2007 8:05 PM
Subject: Re: [Audyssey] Sounds from Tecno Shock


> then why not ask them?
>
> - Original Message - 
> From: "Samuel Wilkins" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Thursday, March 15, 2007 2:41 PM
> Subject: Re: [Audyssey] Sounds from Tecno Shock
>
>
>> I'd like to know where they got the star wars sounds.
>> - Original Message - 
>> From: "david" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" 
>> Sent: Thursday, March 15, 2007 5:54 PM
>> Subject: Re: [Audyssey] Sounds from Tecno Shock
>>
>>
>>> Well, they did use star wars sounds and some sounds that sounded like
>>> they
>>> might be from tank commander and shades of doom. I'm not sure where they
>>> got
>>> the other sounds.
>>> - Original Message - 
>>> From: "Samuel Wilkins" <[EMAIL PROTECTED]>
>>> To: 
>>> Sent: Thursday, March 15, 2007 10:47 AM
>>> Subject: [Audyssey] Sounds from Tecno Shock
>>>
>>>
>>>> Hello, I was wondering where the company who made Tecno Shock where 
>>>> they
>>>> got the sounds such as the Door Closing sound.
>>>> ___
>>>> Gamers mailing list .. Gamers@audyssey.org
>>>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>>>> visit
>>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>>>> any subscription changes via the web.
>>>>
>>>
>>>
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>>>
>>>
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>>> No virus found in this incoming message.
>>> Checked by AVG Free Edition.
>>> Version: 7.5.446 / Virus Database: 268.18.11/722 - Release Date:
>>> 14/03/2007 15:38
>>>
>>
>>
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Re: [Audyssey] Sounds from Tecno Shock

2007-03-15 Thread Liam Erven
then why not ask them?

- Original Message - 
From: "Samuel Wilkins" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, March 15, 2007 2:41 PM
Subject: Re: [Audyssey] Sounds from Tecno Shock


> I'd like to know where they got the star wars sounds.
> - Original Message - 
> From: "david" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Thursday, March 15, 2007 5:54 PM
> Subject: Re: [Audyssey] Sounds from Tecno Shock
>
>
>> Well, they did use star wars sounds and some sounds that sounded like 
>> they
>> might be from tank commander and shades of doom. I'm not sure where they
>> got
>> the other sounds.
>> - Original Message ----- 
>> From: "Samuel Wilkins" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Thursday, March 15, 2007 10:47 AM
>> Subject: [Audyssey] Sounds from Tecno Shock
>>
>>
>>> Hello, I was wondering where the company who made Tecno Shock where they
>>> got the sounds such as the Door Closing sound.
>>> ___
>>> Gamers mailing list .. Gamers@audyssey.org
>>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>>> visit
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>>> any subscription changes via the web.
>>>
>>
>>
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>> any subscription changes via the web.
>>
>>
>> -- 
>> No virus found in this incoming message.
>> Checked by AVG Free Edition.
>> Version: 7.5.446 / Virus Database: 268.18.11/722 - Release Date:
>> 14/03/2007 15:38
>>
>
>
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Re: [Audyssey] Sounds from Tecno Shock

2007-03-15 Thread Bryan Peterson
I agree.
It ain't pretty when the pretty leaves you with no place to go.
J.D. Fortune, Pretty Vegas
- Original Message - 
From: "david" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, March 15, 2007 2:40 PM
Subject: Re: [Audyssey] Sounds from Tecno Shock


> It was star trek. they used sounds from original series and next 
> generation.
> It's pretty lame actually.
> - Original Message - 
> From: "Bryan Peterson" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Thursday, March 15, 2007 12:26 PM
> Subject: Re: [Audyssey] Sounds from Tecno Shock
>
>
>>I didn't hear any Star Wars sounds in there but I know a lot of the sounds
>> did come from other audio games. Some from Dynaman, Alien Outback, Shades
>> of
>> Doom, Tank Commander and such. It's one of the reasons I've pretty much
>> stopped playing the game. That and i can't stand the Microsoft Sapi
>> speach.
>> It ain't pretty when the pretty leaves you with no place to go.
>> J.D. Fortune, Pretty Vegas
>> - Original Message - 
>> From: "david" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" 
>> Sent: Thursday, March 15, 2007 11:54 AM
>> Subject: Re: [Audyssey] Sounds from Tecno Shock
>>
>>
>>> Well, they did use star wars sounds and some sounds that sounded like
>>> they
>>> might be from tank commander and shades of doom. I'm not sure where they
>>> got
>>> the other sounds.
>>> - Original Message - 
>>> From: "Samuel Wilkins" <[EMAIL PROTECTED]>
>>> To: 
>>> Sent: Thursday, March 15, 2007 10:47 AM
>>> Subject: [Audyssey] Sounds from Tecno Shock
>>>
>>>
>>>> Hello, I was wondering where the company who made Tecno Shock where 
>>>> they
>>>> got the sounds such as the Door Closing sound.
>>>> ___
>>>> Gamers mailing list .. Gamers@audyssey.org
>>>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>>>> visit
>>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>>>> any subscription changes via the web.
>>>>
>>>
>>>
>>> ___
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>>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>>> visit
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>>> any subscription changes via the web.
>>>
>>
>>
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>> any subscription changes via the web.
>>
>
>
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Re: [Audyssey] Sounds from Tecno Shock

2007-03-15 Thread david
It was star trek. they used sounds from original series and next generation. 
It's pretty lame actually.
- Original Message - 
From: "Bryan Peterson" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, March 15, 2007 12:26 PM
Subject: Re: [Audyssey] Sounds from Tecno Shock


>I didn't hear any Star Wars sounds in there but I know a lot of the sounds
> did come from other audio games. Some from Dynaman, Alien Outback, Shades 
> of
> Doom, Tank Commander and such. It's one of the reasons I've pretty much
> stopped playing the game. That and i can't stand the Microsoft Sapi 
> speach.
> It ain't pretty when the pretty leaves you with no place to go.
> J.D. Fortune, Pretty Vegas
> - Original Message - 
> From: "david" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Thursday, March 15, 2007 11:54 AM
> Subject: Re: [Audyssey] Sounds from Tecno Shock
>
>
>> Well, they did use star wars sounds and some sounds that sounded like 
>> they
>> might be from tank commander and shades of doom. I'm not sure where they
>> got
>> the other sounds.
>> - Original Message - 
>> From: "Samuel Wilkins" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Thursday, March 15, 2007 10:47 AM
>> Subject: [Audyssey] Sounds from Tecno Shock
>>
>>
>>> Hello, I was wondering where the company who made Tecno Shock where they
>>> got the sounds such as the Door Closing sound.
>>> ___
>>> Gamers mailing list .. Gamers@audyssey.org
>>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>>> visit
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>>> any subscription changes via the web.
>>>
>>
>>
>> ___
>> Gamers mailing list .. Gamers@audyssey.org
>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>> visit
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> any subscription changes via the web.
>>
>
>
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Re: [Audyssey] Sounds from Tecno Shock

2007-03-15 Thread Bryan Peterson
I don't think you can. Besides, that ould take way too long.
It ain't pretty when the pretty leaves you with no place to go.
J.D. Fortune, Pretty Vegas
- Original Message - 
From: "Samuel Wilkins" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, March 15, 2007 1:41 PM
Subject: Re: [Audyssey] Sounds from Tecno Shock


> Well, why not change the sounds?
> - Original Message - 
> From: "Bryan Peterson" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Thursday, March 15, 2007 6:26 PM
> Subject: Re: [Audyssey] Sounds from Tecno Shock
>
>
>>I didn't hear any Star Wars sounds in there but I know a lot of the sounds
>> did come from other audio games. Some from Dynaman, Alien Outback, Shades
>> of
>> Doom, Tank Commander and such. It's one of the reasons I've pretty much
>> stopped playing the game. That and i can't stand the Microsoft Sapi
>> speach.
>> It ain't pretty when the pretty leaves you with no place to go.
>> J.D. Fortune, Pretty Vegas
>> ----- Original Message - 
>> From: "david" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" 
>> Sent: Thursday, March 15, 2007 11:54 AM
>> Subject: Re: [Audyssey] Sounds from Tecno Shock
>>
>>
>>> Well, they did use star wars sounds and some sounds that sounded like
>>> they
>>> might be from tank commander and shades of doom. I'm not sure where they
>>> got
>>> the other sounds.
>>> - Original Message - 
>>> From: "Samuel Wilkins" <[EMAIL PROTECTED]>
>>> To: 
>>> Sent: Thursday, March 15, 2007 10:47 AM
>>> Subject: [Audyssey] Sounds from Tecno Shock
>>>
>>>
>>>> Hello, I was wondering where the company who made Tecno Shock where 
>>>> they
>>>> got the sounds such as the Door Closing sound.
>>>> ___
>>>> Gamers mailing list .. Gamers@audyssey.org
>>>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>>>> visit
>>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>>>> any subscription changes via the web.
>>>>
>>>
>>>
>>> ___
>>> Gamers mailing list .. Gamers@audyssey.org
>>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>>> visit
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>>> any subscription changes via the web.
>>>
>>
>>
>> ___
>> Gamers mailing list .. Gamers@audyssey.org
>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>> visit
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> any subscription changes via the web.
>>
>>
>> -- 
>> No virus found in this incoming message.
>> Checked by AVG Free Edition.
>> Version: 7.5.446 / Virus Database: 268.18.11/722 - Release Date:
>> 14/03/2007 15:38
>>
>
>
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Re: [Audyssey] Sounds from Tecno Shock

2007-03-15 Thread Samuel Wilkins
I'd like to know where they got the star wars sounds.
- Original Message - 
From: "david" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, March 15, 2007 5:54 PM
Subject: Re: [Audyssey] Sounds from Tecno Shock


> Well, they did use star wars sounds and some sounds that sounded like they
> might be from tank commander and shades of doom. I'm not sure where they 
> got
> the other sounds.
> - Original Message - 
> From: "Samuel Wilkins" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, March 15, 2007 10:47 AM
> Subject: [Audyssey] Sounds from Tecno Shock
>
>
>> Hello, I was wondering where the company who made Tecno Shock where they
>> got the sounds such as the Door Closing sound.
>> ___
>> Gamers mailing list .. Gamers@audyssey.org
>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>> visit
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> any subscription changes via the web.
>>
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
> visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.
>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.446 / Virus Database: 268.18.11/722 - Release Date: 
> 14/03/2007 15:38
> 


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Re: [Audyssey] Sounds from Tecno Shock

2007-03-15 Thread Samuel Wilkins
Well, why not change the sounds?
- Original Message - 
From: "Bryan Peterson" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, March 15, 2007 6:26 PM
Subject: Re: [Audyssey] Sounds from Tecno Shock


>I didn't hear any Star Wars sounds in there but I know a lot of the sounds
> did come from other audio games. Some from Dynaman, Alien Outback, Shades 
> of
> Doom, Tank Commander and such. It's one of the reasons I've pretty much
> stopped playing the game. That and i can't stand the Microsoft Sapi 
> speach.
> It ain't pretty when the pretty leaves you with no place to go.
> J.D. Fortune, Pretty Vegas
> - Original Message - 
> From: "david" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Thursday, March 15, 2007 11:54 AM
> Subject: Re: [Audyssey] Sounds from Tecno Shock
>
>
>> Well, they did use star wars sounds and some sounds that sounded like 
>> they
>> might be from tank commander and shades of doom. I'm not sure where they
>> got
>> the other sounds.
>> - Original Message - 
>> From: "Samuel Wilkins" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Thursday, March 15, 2007 10:47 AM
>> Subject: [Audyssey] Sounds from Tecno Shock
>>
>>
>>> Hello, I was wondering where the company who made Tecno Shock where they
>>> got the sounds such as the Door Closing sound.
>>> ___
>>> Gamers mailing list .. Gamers@audyssey.org
>>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>>> visit
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>>> any subscription changes via the web.
>>>
>>
>>
>> ___
>> Gamers mailing list .. Gamers@audyssey.org
>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>> visit
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> any subscription changes via the web.
>>
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
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> any subscription changes via the web.
>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.446 / Virus Database: 268.18.11/722 - Release Date: 
> 14/03/2007 15:38
> 


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Re: [Audyssey] Sounds from Tecno Shock

2007-03-15 Thread Bryan Peterson
I didn't hear any Star Wars sounds in there but I know a lot of the sounds 
did come from other audio games. Some from Dynaman, Alien Outback, Shades of 
Doom, Tank Commander and such. It's one of the reasons I've pretty much 
stopped playing the game. That and i can't stand the Microsoft Sapi speach.
It ain't pretty when the pretty leaves you with no place to go.
J.D. Fortune, Pretty Vegas
- Original Message - 
From: "david" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, March 15, 2007 11:54 AM
Subject: Re: [Audyssey] Sounds from Tecno Shock


> Well, they did use star wars sounds and some sounds that sounded like they
> might be from tank commander and shades of doom. I'm not sure where they 
> got
> the other sounds.
> - Original Message - 
> From: "Samuel Wilkins" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, March 15, 2007 10:47 AM
> Subject: [Audyssey] Sounds from Tecno Shock
>
>
>> Hello, I was wondering where the company who made Tecno Shock where they
>> got the sounds such as the Door Closing sound.
>> ___
>> Gamers mailing list .. Gamers@audyssey.org
>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>> visit
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> any subscription changes via the web.
>>
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
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> visit
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> any subscription changes via the web.
> 


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Re: [Audyssey] Sounds from Tecno Shock

2007-03-15 Thread david
Well, they did use star wars sounds and some sounds that sounded like they 
might be from tank commander and shades of doom. I'm not sure where they got 
the other sounds.
- Original Message - 
From: "Samuel Wilkins" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, March 15, 2007 10:47 AM
Subject: [Audyssey] Sounds from Tecno Shock


> Hello, I was wondering where the company who made Tecno Shock where they 
> got the sounds such as the Door Closing sound.
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
> visit
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> any subscription changes via the web.
> 


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[Audyssey] Sounds from Tecno Shock

2007-03-15 Thread Samuel Wilkins
Hello, I was wondering where the company who made Tecno Shock where they got 
the sounds such as the Door Closing sound. 
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[Audyssey] Sounds in Tecno Shock

2007-03-11 Thread Samuel Wilkins
Hi, I was wondering where the programmers of Tecno Shock got the sounds. The 
reason is because I would like to find the source where they got the sound of 
the normal door closing and the helicopter crashing. 
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Re: [Audyssey] sounds

2006-05-30 Thread Nicol Oosthuizen

NB: This email and its contents are subject to our email legal notice
which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf


www.pcsgames.net
or
www.gmagames.com
there is a demo  available of only the first level.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of [EMAIL PROTECTED]
Sent: 29 May 2006 12:00 AM
To: gamers@audyssey.org
Subject: Re: [Audyssey] sounds

How could one get pac man talk's?

And is it free and for use with XP and jfw?

Devona
[EMAIL PROTECTED] 
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Re: [Audyssey] sounds

2006-05-28 Thread Djasister2
How could one get pac man talk's?

And is it free and for use with XP and jfw?

Devona
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Re: [Audyssey] sounds

2006-05-27 Thread Phil Vlasak
Hi Damien,
As I did with Pacman Talks I plan to add a folder of game sounds if you 
purchase the Sarah game on CD as an extra treat.
However, David Greenwood owns the rights to the Tank Commander sounds so you 
would have to ask him about getting them.
Sincerely,
Phil
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- Original Message - 
From: "meeping necdet" <[EMAIL PROTECTED]>
To: "'Gamers Discussion list'" 
Sent: Saturday, May 27, 2006 12:02 PM
Subject: [Audyssey] sounds


> Hey phil is it possible I have some of the sounds from sarah and tank
> commander? They're really cool and I'd like to put them in my sound 
> archives
> if possible.
> If you won't I can understand.
>
> Regards,
>
> Damien
>
>
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[Audyssey] sounds

2006-05-27 Thread meeping necdet
Hey phil is it possible I have some of the sounds from sarah and tank
commander? They're really cool and I'd like to put them in my sound archives
if possible.
If you won't I can understand.

Regards,

Damien


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