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  1. Hey all, just thought about this. I did a search and this suggestion was spoken only like 1-3 times BEFORE October 2014. Anyways, I think there should be a new Scream mechanic that intertwines with traits and health. Similar to being sick, when a character is in pain or is wounded (or better yet at an agony level, making painkillers more important), there should be an RNG that every x unit of time or pressure, the character will either emit the following sounds: Death Scream - Upon death, the player's scream (that plays during death already) will attract more zombies, making looting your own body (or killing yourself-self) not a favorable option for a few days. Fracture Scream - Who on earth DOESN'T scream when they break their leg? Screams will get quieter as the character breaks more limbs, if they happen to live and fully heal Pressure Scream - If a character is wounded in an area that is healing, nerve reactions shoot to their brain and will cause a scream. Not louder than a fracture scream, but can be pretty dangerous. Bitten Scream - Have fun not screaming as you lose a chunk of your body. Heavy Pain Sighs/Grunts - Similar to a really bad stomach ache or bug, the character may heavily sigh or grunt from the pain they are experiencing. Sound radius shouldn't be too big, perhaps just an average room size. Medium Pain Sighs/Grunts - You know that feeling when you break a fall with your nose, or you scrape off a few layers of skin on a limb, and you're walking your sorry behind to some medical help while trying not to focus on your blood pouring everywhere? Yeah. keep in mind I don't want some sound imported from an 80's snuff film Any pain easier to handle than Medium will not emit a sound. To counteract these negative effects, some new traits will come in. Heavy Sports Player - -4 points, reduces sound radius from pain Loud Mouth - +4 points, increases sound radius from pain Being a Veteran or Police Officer will also reduce sound radius from pain. If the actual audio gets too annoying, just make it text like sneezing (or better yet, make it an option for audio, text, or both). What do you guys think? I'd like some feedback on this. I always got tired of my character not screaming or anything when he just fought through a horde of zombies, bleeding from all over.
  2. In the /media/sound/banks/Desktop there are several .bank files. Typically when confronted with unknown files, I try to open then with 7zip, but this didn't work out for those files. What's the format of the files and how to properly alter their contents?
  3. In real life we would be able to tell where the sound is coming from. Some kind of simple animation at the edge of the screen to give the user a general idea of what direction the thumping, gunshots ect sounds are coming from. thank you for your consideration.
  4. Zombie skins/textures replaced with that of clowns-- big red noses and bright and colorful wigs and makeupProbably also clown-related clothingClown blood is a colorful rainbow gradient!All zombie noise files are changed from eerie groans to hilarious honking noises, infectious clown laughter and other comedic sound effects such as party blowers or dolphin noises. And other zombie related sound effects, like banging on doors could be made humorous. In particular when a house alarm goes off I'm thinking it will play this I will make this mod myself if I have to, so if anybody has any idea how I go about this, let me know and I will start when I have free time.
  5. I have 2 problem as the topic title suggests. One of them being the problem that I dont know how to create a timer in lua. On a other project I was used to a sleep(float) function. The other thing that I tried was with os.time but that didn't work out as well.(crashed upon using it) The second problem is that I can't find a method to let me play a sound and set the radius for it.(like a weapon that was fired) I have found the playsound() method but I dont think it will be the same as a used gun, but more as a sound effect. sorry for the code in the spoilers it doesnt seem to like me .
  6. When I entered this house, http://pzmap.crash-override.net/#0.4396624535258031,0.08202034692124474,224.70568278201867 The helicopter overhead noise started,but then it looped over and over for 10 minutes until I stop playing This is on build 26. If anyone wants to go out there and see if it happens to you that would be awesome
  7. I'm on Ubuntu and I used "arecord -f cd -t raw -d 2 | oggenc - -r -o chainsaw.ogg" to record a file. oggenc crashed, but I can still play the file with ogg123, however, PZ won't play the file. Answer: (I can't seem to reply to my own post: the reply merges into the original) When I did ogginfo on a PZ sound ogg file that would play and my file I noticed that ogginfo pointed out that my file didn't have an EOF (which makes sense since oggenc crashed). I switched to record a wav file with arecord (-t wav) and then encoded the wav file with oggenc; after that PZ would play my (silly placeholder) ogg file.
  8. Hello all, So I thought it would be a good idea to allow for sound proofing of windows, walls, and doors in the future of PZ considering the fact that generators will make quite a bit of noise and having several survivors in one room talking and what not would make quite the racket as well. It would be make-shift proofing of course, made of egg crates and what not pinned to the walls (doors or barricaded windows) via nails. Grant it, the proofing will not block out all the noise made inside but it could help. I figure it also could be somewhat of a double edged sword as well, reducing sound being emitted outside but also reducing the player's ability to hear things outside of the walls too. Just an idea. Thanks!
  9. Jose420

    Tv Idea

    If you play Twd did you remember the part when Sam Lee Break a glass in a shop of tv? And the zombies run to go to that shop and the distracted for a time. Okay that I recommend is to put the tv that you can turn them on until the electricity shut down. Whit that form we can create a decoy that can distract the zombies for a time but be alert the zombies can smell you or see you when you are trying to escape from that place.But you can turn them off too They can put a image that the tv no have signal and a sound of it. In multiplayer , coop and single player can be a option before you start the game that you can desactivate that action whit the tv (Anti Trollers) Image
  10. SO ya, What's That Sound? I am uploading a small sound clip. Identify the object that is making the tinking sound in the beginning. Only one guess per user, don't want to get to overcrowded.. Ahh who cares, post away with multiple guesses. Who ever gets it right gets a cookie.. And I'll post the picture. Edit: *Hint* If you know what fight scene and what movie it is from, keep it to yourself for now. The thing that makes the sound was dropped on the floor. So what it is not: Sword, beer, any type of medical injection, a poor scout dispenser, drum sticks. Added mp3. Top one is ogg, bottom is mp3. WhatsThatSound1.zip WhatsThatSound1mp3.zip
  11. Adds a few tags for food and drinks to add sound effects while eating. This sound effect with start as soon the item is started to be eaten or drunk. If it is looped it will continue until the food item is depleted, this will allow for looping sounds such as chewing, crunching, gulping etc.. One time sounds like the pop top will only play once. The primary sound plays at the start of eating or drinking and the secondary sound plays right after that and loops until the food or drink is depleted, this loop can be made to run once by setting the loop tag to "FALSE". To make it so it only does the gulping sound, both primary and secondary sounds would be "WaterGulp" with looping "TRUE". The Loop only applies to the second sound. It would always play the first sound, then the second, then loop second if true. Sounds like the "SodaCanPopTop" will have a radius. This makes eating with zombies close by dangerous, as I would imagine it would be in real life because let's face it, eating is really noisy. I'll use an item from the beer mod for the example: This will make the can open sound, then gulp sound until gone item Beer{Weight = 0.6,Type = Food,HungerChange = 0,ThirstChange = -70,DisplayName = Beer,Alcoholic = TRUE,Icon = Beer.png,OnEatenPrimarySound = SodaCanPopTop,OnEatenPrimarySoundVolume = 15,OnEatenPrimarySneakSoundVolume = 5,OnEatenPrimarySoundRadius = 20,OnEatenPrimarySneakSoundRadius = 6,OnEatenSecondarySound = WaterGulp,OnEatenSecondarySoundVolume = 5,OnEatenSecondarySneakSoundVolume = 1,OnEatenSecondarySoundRadius = 5,OnEatenSecondarySneakSoundRadius = 1,OnEatenSoundLoop = TRUE,UnhappyChange = -10,}This will make the can open sound, then gulp sound onceitem Beer{Weight = 0.6,Type = Food,HungerChange = 0,ThirstChange = -70,DisplayName = Beer,Alcoholic = TRUE,Icon = Beer.png,OnEatenPrimarySound = SodaCanPopTop,OnEatenPrimarySoundVolume = 15,OnEatenPrimarySneakSoundVolume = 5,OnEatenPrimarySoundRadius = 20,OnEatenPrimarySneakSoundRadius = 6,OnEatenSecondarySound = WaterGulp,OnEatenSecondarySoundVolume = 5,OnEatenSecondarySneakSoundVolume = 1,OnEatenSecondarySoundRadius = 5,OnEatenSecondarySneakSoundRadius = 1,OnEatenSoundLoop = FALSE,UnhappyChange = -10,}Edit: Added sound radius. Edit2: Added volume. (duh) can't believe I forgot this. Edit3: Added OnEatenPrimarySneakSound tag suggestion (and poll) ***SodaCanPopTop sound is royalty free from SoundFXNow, converted and edited to ogg by me.*** ***ChipBagSoundEffects sounds are royalty free from SoundGator, converted and edited to ogg by me.*** SodaCanPopTop Ogg.zip ChipBagSoundEffects.zip
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