Yaranik added a topic in Sound, Music and VA ImplementationExclusive Music, Sound Effects, Ambience: Summary and StatusGreeting from the Atmoran music department
The purpose of this thread is to list the guidelines and the approximate status (completion towards minimum quota) of all soundtrack audio works by category.
By making this I'm hoping to put everything down in a single place to make clear what has been done, and what is still needed to complete the soundtrack.
Ultimate goal is to fill the mod score with exclusive content (replacing Creative Commons music).
All info is based on discussions, existing documents and my suggestions. Feedback on anything is welcome!
Total minimum length: 90 minutes
- 10 minutes of material per category in interiors and unique exteriors (5 unique categories)
- 10 minutes day time + 10 minutes night time per category in world exploration (2 unique categories)
Plus situational short tracks.
Day time and night time exploration to follow the same basic tone guidelines, but night time music should be deeper and more even without sudden peaks in sound.
Rules I'm going by for the final tracks:
- Source quality 44.1 kHz / 16 bit
- Quality after xwm conversion 160 kbps or 192 kbps (balance between quality and file size to be decided)
- Peaks at ~0 dB after (a very subtle) limiter processing (CK per-track volume setting to be decided)
- Subtle stereo image expansion per channel where needed. Avoiding prominent mono sounds centered in the stereo field (some exceptions in Chime sounds + other short effects)
- Generous reverb in most cases (for sinking the music into the background). Less reverb in heavy drums f.ex. in battle situations.
Areas & Tones
Remote inland areas & Sea of Ghosts [day: 50% complete, night: 0% complete]
- melancholic, uneasy
Coastal area & Central bay [day: 0% complete, night: 30% complete]
- melancholic, calm
INTERIORS UNIQUE EXTERIORS
Civil area interiors [0% complete]
- Village: melancholic, calm
- Harbor: uneasy (reflection on the slave trade history)
Military area exteriors [0% complete]
- Forts + Barracs: melancholic, driven by light percussion
Tomb interiors [30% complete]
- Boss areas default: dark, fearsome, uneasy, mystic
- Mausoleum: dark, uneasy, fearsome
- Catacombs: dark, closed, uneasy, fearsome
Sacred sites [0% complete]
- Exteriors: open, mystic
- Interiors: closed, mystic, meditative
Caves [50% complete]
- Rock: closed, moving air, contextual noises
- Ice: closed, crystal/glass tones, contextual noises
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Yaranik added a topic in Beyond Skyrim GeneralGreetings!Hi all,
Just wanted to introduce myself. I've been reading about the Beyond Skyrim project for a while now, and finally decided to sign up for the forums.
I have played games for a long time, but never really got into the fantasy genre until deciding to try out Skyrim around when it came out. And it ended up hooking me big time :-)
Buying it originally for X360, and later again for PC with all the DLC, my combined playing time must be somewhere around 800 to 1,000 hours now. The beautifully crafted nordic setting immersed me into the world, and some graphics and weather mods, as well as survival and equipment mods have contributed a lot to the long lasting appeal.
Skyrim also got me interested in the lore of TES, and the other provinces of Tamriel. I've been thinking about how awesome it would be to just be able to continue walking the pathways from Skyrim borders to the neighboring areas and beyond. If I recall correctly, in the vanilla game there's even a road that just continues across Falkreath's western border towards Hammerfell.
While I don't have any actual modding experience, I have interest and some experience in audio, if you're looking for that kind of thing. It's tough to match the soundtrack standard set by the base game, but perhaps some environment ambiences and more subtle musical additions is something I could try my hands on. I'll continue browsing the pages to see if there is something I'll be able to do to help out at some point.
It's greatly interesting for me to check out what you guys are working on, and see this massive project to move forward little by little, hoping to one day see the edges of Skyrim open up to lead to whole different terrains and adventures. Looking forward to perhaps pick up some sought-after Saxhleel jewelry at Black Marsh as a merchant character, and take it to a customer at High Rock :-)
In short, you're doing an awesome job in this big undertaking - keep it up!
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