Hi Sylvain,
Thanks for adding the sounds so quickly and for all the
feedback!
I think all sounds will have to be resampled and most
converted to mono. Sox makes it easy:
sox infile.wav -r 22500 -c 1 outfile.wav
In case the resulting file has clipping you can use:
sox infile.wav -r 22500 -c 1 outfile.wav norm
(but if you use it always, it will make some sounds louder
than intended).
A list of sounds and my suggested replacements follows:
sword1.wav
///
stairs.wav
either
or
///
squish.wav
///
splash.wav
///
spell1.wav
///
snarl1.wav
snarl2.wav
snarl3.wav
///
quack.wav
///
save.wav
///
steps.wav
///
select.wav
///
sel1.wav
///
sel2.wav
///
sel3.wav
///
knock.wav knock 3
times quickly on a door
///
hurt1.wav bonca is hit
(played quicker); sounds like an elephant when played at
normal rate
///
hurt2.wav pillbug is
hit
///
picker.wav throwing
pig feed (but played slowlyer 1/3 rate)
///
axe.wav throwing axe
hitting something
///
pig1.wav pig groaning
pig2.wav pig groaning
pig3.wav pig groaning
pig4.wav pig groaning
///
level.wav level-up,
notes are C# major triad (DO#/FA/SOL#/DO# - C#/F/G#/C#) with a
bit ofÂ
///
ocean1.wav waves near
the sea
///
flyby.wav magic sound,
e.g. when trying to pass the gate protecting the Dead Dragon
Carcass worship area
///
caveent.wav resonating
roar of a monster in the first game cave (Martridge's bonca)
///
attack1.wav dragon
casting a fire spell
///
escape.wav game menu
when pressing escape (22kHz), fireball hit (8kHz)
///
drag1.wav dragon being
hit
///
drag2.wav dragon
roaring, usually played before the dragon appears on screen
I plan to eventually redo or find replacements for the
following sounds:
open.wav - make one with squeaking hinge.
burn.wav - remix tree to have climax sooner - sounds better
in both use cases.
wscream.wav - clipping in the recording, find alternative.
I have to admit that I didn't test most of the sounds and
won't have the time anytime soon to do so.
Hope they are useful.
Cheers,