Sidhepriest
Chieftain
- Joined
- Aug 18, 2011
- Messages
- 40
So well... There're lots of units in the library, many of them don't have sounds, or they have the same sounds cloned. Ergo, some sounds had to be made from scrach, others edited. So here're some insights into sound production for Civ3...
1. Civ3 has a really high gain applied to sounds... It looks like 200% or so boost (or something like +9 dB or more). Hence, everything will sound very loud. Sound files maximised to +0 dB (or clipped into oblivion) carry the risk of bursting the player's speakers (for the likes of explosions anyway). Not that it's high, but waves with nasty square waveforms at +0 dB sound very harsh, not to mention they're out of tune with Firaxis' stock sounds (which rarely go over -3 dB, more commonly -6). After some experimenting, appropriate caps are:
For background sounds ("default" event, idle sounds), something like -18, -22 dB;
For walking sounds, -9 or thereabouts;
For machine sounds, -6 or less (-9 is also OKish).
Explosions, death sounds, etc. are fine at about -3 dB, maybe with a peak or two going close to 0.
2. Doppler/volume shifts Civ3 applies will exaggerate delay effects (flanger, chorus, reverb). It even looks like Civ3 has some kind of ambient reverb effect built-in. Civ3's sound mixer will also exaggerate natural reverb, so if you've got very wet sounds, they will sound unnaturally hollow.
Now, why it's silly on behalf of whoever programmed the game to exaggerate volume like this... Amplitude in digital audio is limited by 1 bit of resolution assigned to each 6 dB of volume scale. For 16-bit, max. value is 2 to the power of 16, that's 65536 at 0 dB. Half that at -6 dB, 32768. 16384 at -12 dB. 8192 at -18 dB. You get the picture, don't you? With each 6-dB drop, there're less amplitude coordinates available. To human perception, that sounds "colder" and "duller" and "hollower", more unnatural. So an ambient waveform at -24 dB has only 4096 coordinates for amplitude (divided across negative/positive, so in reality it's only about 2048 effective).
Because of the game's huge loudness boost, there's detail loss as you have to scale waveforms down, and in 16-bit, that's quality loss (really you'd be using only 15-12 bits of resolution).
Anyway, here're some sounds made for some units. Some are original (like the Flying Castle ambient).
1. Civ3 has a really high gain applied to sounds... It looks like 200% or so boost (or something like +9 dB or more). Hence, everything will sound very loud. Sound files maximised to +0 dB (or clipped into oblivion) carry the risk of bursting the player's speakers (for the likes of explosions anyway). Not that it's high, but waves with nasty square waveforms at +0 dB sound very harsh, not to mention they're out of tune with Firaxis' stock sounds (which rarely go over -3 dB, more commonly -6). After some experimenting, appropriate caps are:
For background sounds ("default" event, idle sounds), something like -18, -22 dB;
For walking sounds, -9 or thereabouts;
For machine sounds, -6 or less (-9 is also OKish).
Explosions, death sounds, etc. are fine at about -3 dB, maybe with a peak or two going close to 0.
2. Doppler/volume shifts Civ3 applies will exaggerate delay effects (flanger, chorus, reverb). It even looks like Civ3 has some kind of ambient reverb effect built-in. Civ3's sound mixer will also exaggerate natural reverb, so if you've got very wet sounds, they will sound unnaturally hollow.
Now, why it's silly on behalf of whoever programmed the game to exaggerate volume like this... Amplitude in digital audio is limited by 1 bit of resolution assigned to each 6 dB of volume scale. For 16-bit, max. value is 2 to the power of 16, that's 65536 at 0 dB. Half that at -6 dB, 32768. 16384 at -12 dB. 8192 at -18 dB. You get the picture, don't you? With each 6-dB drop, there're less amplitude coordinates available. To human perception, that sounds "colder" and "duller" and "hollower", more unnatural. So an ambient waveform at -24 dB has only 4096 coordinates for amplitude (divided across negative/positive, so in reality it's only about 2048 effective).
Because of the game's huge loudness boost, there's detail loss as you have to scale waveforms down, and in 16-bit, that's quality loss (really you'd be using only 15-12 bits of resolution).
Anyway, here're some sounds made for some units. Some are original (like the Flying Castle ambient).