Search the Community

Showing results for tags 'sound'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Official Buildings
    • GM Hall
    • City Hall
    • Website News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Northern Freedom Isles
    • Harmony
    • Melody
    • Cadence
    • Northern Freedom Isles Market
  • Southern Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Southern Freedom Isles Market
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance
  • Wurm Unlimited
    • Unlimited Discussion
    • Unlimited Modding
    • Server Listings & Advertisement
    • Technical Issues

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



















Found 35 results

  1. Sound Rework Thought up an idea the other night that I thought I'd share with everyone and maybe get some discussion going. Idea: With the power of Wurm Assistant and chat logs we could use Wurm Assistant triggers to basically reimagine all of the sounds in Wurm and add in missing ones. I'm picturing a place for people to upload sounds to and then a place for people to upload their soundpacks that they've created whether it be hyper realistic or really memey. Example: "You sit on the [name]" Is outputted in the Event Log when you sit on something. We could have a trigger for that message and then play a sound byte for that activity. Pros: This would provide us the ability to add sounds to areas that are usually silent and also the ability to replace old sounds with new ones. Concerns: Since Wurm Assistant triggers are based off a start message and not an end message I don't know how to create looping sound bytes that end when the activity is done. So, we could do a sound byte for hitting something because it's an instantaneous action, but something like mining has a varied amount of time needed. I'm unsure where the sounds and soundpacks would be hosted. I thought Google Drive might be a good idea, but I wanted to hear what you all thought. IDK if I'd want to host this on my drive and I imagine it would need more than the free space provided. Things I think are needed to make this work: Artistic people who are interested in making/finding sounds and creating soundpacks Discussion about the concerns especially the one about how to host the files needed for this to work
  2. I am NOT asking the wurm devs to create/add totally fresh NEW animations and/or sound, although it is much needed. All I am asking for is to use /re-use existing elements to make imping/creating/performing actions more fun and less boring and text-based ( eyes glued to event window ). Example: You are standing in your house and imping your cloth (armor). - You see NO animation at all - No sound at all ( I know its hard in this example, maybe a scissor cutting sound? ) All we are focused on is the event window with the progress bar/timer. - Smithing -Why doesn't smithing have any animation? -Why can't we use the same animation for packing/chopping up wood etc for smithing while standing close to an anvil? That would make it look like you are actually hitting something while smithing! Maybe not the best idea since you're using 2 hands with a shovel and 1 hand with smithing but you could simply make it a 1 hand action and shorten the hit range to make it look smoother. - Mining You hit 2 times, you hear 1 ticking/mining sounds. why? Why can't wurm use a sound effect that actually makes a hit-sound when you come down with your pickaxe? this is not that hard or impossible since it is already happening with woodcutting. It looks like someone forgot the mining part and left it there. - Farming You rake, you see an animation and hear a soundeffect. Cool. Why is this left out of harvesting? it does make the same sound but suddenly it is too lazy to actually animate you raking/picking up harvest? again, it looks like a dev once made it and left it there to be forgotten until someone complains about it. - Archery Let's say you queue up 3 actions ( 3 shooting actions ) : - when you start with the first arrow, player doesn't flex it's box and an arrow magically flies over to the target. - Only with the second arrow, the animation of flexing the bow starts BUT it stops flexing prematurely before timer is over and another arrow magically flies from your top of the head to the archery target leaving you thinking that you don't need bows at all. Just fart the arrow away - Ships/Sailing You raise the anchor and start sailing with your , lets say, sailing boat. You raise the sails and go fast. Then you decide you want to go a bit slower because you are approaching something or simply want to park your boat. The boat makes the same sound effects as if you're boat is riding through marsh/foliage while there is NO foliage at all in the middle of the ocean ( obviously ). Either check for water depth before making the sound or simply change/remove this sound effect. - Firemaking You grab your steel & flint with a kindling in your bag and start to light the oven/forge and hear a flint hitting to light your forge/oven .cool! Now you want to do the exact same action to make a campfire but then it suddenly has a brain fart and forgets that you're using the same flint for the same/ similar action. There is no sound of you hitting any flint and a campfire magically appears. These 2 actions are exactly the same. Why does a flint make noise on ovens/forge but not when trying to make a campfire? have you ever seen survival shows? Have you heard the sound it makes to start a fire with a flint :P? - Milking: Why on earth do we hear a sound effect AFTER milking and not WHILE milking? Either make the sound effect longer or simply use another one that can be used just like any other continious existing sound effect (building, foraging, botanizing etc ) - Praying: Let's start with the positive again. You actually kneel and pray ( the animation ) ! Great! Maybe add a very low (human) mumbling/whispering noise (any random language/non-existing language )when someone is praying at an altar? This example is not something neccessary but would add something nice to the praying part
  3. I've recently been looking into a few things for someone, and I noticed that the com.wurmonline.server.zones.CropTilePoller (as well as the TilePoller, depends if the CropTilePoller is enabled in server features) plays sound effects depending on the field tile age, and whether it's day or night. But when the tileAge is less than 7 and it's night time, it wants to play sound.ambient.night.crickets which I can't find in either jar, but there's a sound\ambient\ in the graphics.jar (with a lot of other sound files). I wouldn't say the sound itself sounds like either day or night time crickets sound, so it seems like either the could should use the existing crickets, or it's a missing or misnamed sound file? /edit: I wonder if I should mention that it might be sensible to make it so that not every tile plays a sound when it grows or is ripe, because stacked on top of each other dozens of times makes it very, very loud. I've noticed it before but luckily my volume in-game is always rather low.
  4. Greetings. I have a house (with one door) and a farm shed (with three doors) on my farm. When I open any of those doors from the inside of the building, the sound always plays from the opposite direction of the door. (Door on the west border of a tile, opening sound plays from the east). If I open the doors from the outside of the building, the sound plays from the correct direction. All four of these doors face different directions. I have tried flipping the doors' facing with pliers, but the sound is the same. The door closing sound plays from the correct direction no matter inside or outside. This is the only directional sound bug I can remember, I don't have any general sound issues. This is an old but current bug, and occurs on Windows and Linux clients, at least for me.
  5. As the title says. Currently, if I place a fork on top of my oven, I hear the sound as if I'm pushing a large chest across the floor. Seems a bit out of place. Let me know if there's a reason for having it that I may have overlooked, but it seems unnecessary to me and immersion breaking.
  6. Wouldn't it be a great idea to have your own, or some type of music box in game. The music could be either craft-able pottery discs, or some pop-up menu that pulls from a youtube. (The idea came from a mod on MC where you can post pictures from imgur on your server, and even connect to wurm's IRC inside a MC server (computer-craft...), so if the rather is possible, I know pulling music is too). It would be awesome to throw some sick medieval parties complete with some music. QL could even be based on how long a clip you can play from 1 sec at 1QL to 100 sec at 100 QL or something like that.
  7. What be nice is For Rolf to give Wurm Unlimited the Sound to mobs back in game. I for one would have them live in my server. If you don't want to hear a farm then don't make one hehe. But really Rolf how about adding back in the animal sounds you all took out to WU please. Anyone else agree to have this feature toggle in the feature management window?
  8. Please reduce the sound of destroying sounds! If someone on deed is bashing, even if far away, it still sounds as they are bashing my house door. At least an option in the settings, just for certain sounds, as destroying would be really great addition to reduce annoyance!
  9. Not sure if this is in the right place, I assume this is a server mechanic issue since it has persisted through several reboots and is noticeable by others. There is a loud shoreline water splashing sound on my deed (Roasted Malt: Indy), by my pig pen gate, I'm quite far from the shore and quite high up in a mountainous area. It wasn't there when I moved in and appeared after I made a sandpit (which was moved) and it is still there.
  10. This is something I've long been meaning to suggest. When inside a mine, you can hear two different sound loops: A crumbling sound, as if sand and pebbles are flowing down A soft blowing of the wind through the tunnels The creepy crumbling sound has always freaked me out and made me feel like I will, at any time, be crushed to death by a collapsing mine. I do LOVE that we have it though, so please don't get me wrong. I would never want it removed. I think that sound is one of the things that makes going into a mountain tunnel so exciting and thrilling! But wouldn't it be cool that once you've secured a mine with mine supports, that the crumbling sound stops and only the soft wailing of the wind sound is left? We all know that immense satisfaction of getting those mine supports up there, but imagine how much more satisfying it would be if the mine sounded more secure as well!?
  11. Hello Wurmanian's, have an idea about how to make cooking more realistic. It would be more fun to make a hiss sounds when you put something in a hot frying pan. Like sounds when you start to passer in real life. Must be short but loud. Such a trifle will add more passions around the hot cooking. We have the sounds of working with a hammer file and so on, but not with cooking.
  12. So today I fired up Wurm as usual after work, and started playing. Then suddenly the game sounds went away. I was on comms talking to a friend, so I immediately realized it wasn't my PC volume. So I mentioned it to her, and she told me she recently had the same problem and found out that on her volume mixer on Windows, the Wurm volume had somehow set itself to 0. Sure enough, I checked my volume mixer and that was my issue. I raised the volume and everything was well. I am not sure if this is a bug or what, but something is causing the game to set the volume mixer to 0. I am not sure if I like Wurm messing with my PC settings, but perhaps I am just ignorant of how things work. Here are some details. Sound Device: Sound Blaster Z - Series (PCI Card). Wurm Client: Unstable Client RAM: 32GB CPU: AMD FX6400 I had embarked and was sailing my boat. It hapened right after a clean boot from having the computer off. Edit: It just did it again two times just after I pressed sent on this message. I was not pressing any keys on the keyboard as it happened, only my left mouse button.
  13. So if you play with sounds on, there's usually howling wind even when you're inside your house, which (among with weather effects like rain) ruins the feeling of being safe from the elements. There's already an event message when you try to sleep in a windy environment - ' The house is too windy to provide protection. ', but even if the house is fully built you can hear the wind 100%. I'm wondering if it's possible to check if the player is in a fully built building (that you could sleep in for example), and muffle the wind sounds?
  14. I recently upgraded my PC and the sound in game shuts off if I queue actions too quickly after the former queue finishes. I looked in settings but there doesn't seem to be any options that'd fix this(# of concurrent sounds, etc). I am using hardware openAL. I will try software but I'd rather find a hardware solution. Running windows 10.
  15. I am not sure if it was Wurm or my PC as this has never happened before. While at the rift this morning, my client suddenly froze. During the freeze, my CPU maxed out and the temperature soared. About half a minute later, a great many sounds played at once and the client closed without an error. It just simply closed. I turned sound off and returned. The CPU did not bog down again and it ran at normal temps. My sound is not on my motherboard nor is it a PCI/ISA card. It's a USB surround sound system, the sound card being external. (My computer is my TV too.) Any ideas?
  16. I just noticed the initial sound when starting out a small crate the code points another sound which is the sound making a blacksmith item with anvil.. I havent checked unstable cient but did notice it on the stable one..the later on sounds are ok with the action but starting on isnt.. Thanks.. />salamon
  17. Every time I start a fire the crackling of embers noise doesn't fad away as I walk away from it; can hear it 20 squares straight deep in my mine even. How do you fix that? If it can't be done away with, ho do you kill the noise without killing anything else?
  18. There is a bug with wind it says in the mouse over tooltip in the sound settings that wind is part of the weather sounds as shown in the screenshot below but if you turn it off the wind still makes noise. I don't mind the wind if there was a way to adjust its volume but there is no way to do that and with this bug it does not stop the wind when you turn the weather sounds off.
  19. Razors Edge Sound Effects. [LAST UPDATE: 12-5-15] I stripped down the file with sounds from our mods like cannon fire on ships and new creatures (I may have missed some but they wont be called by the client) Ive basically reworked many of the sounds in the game, channel optimization and improved ambiance. Also reworked some of the original sounds that I like with better fad in and fade out effects that make sense with area transitions. Backup your original file in a safe place and copy the new sound.jar file here C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmLauncher\packs\ Or wherever your WurmLauncher path is. Version 1.0 PS: My personal favorite spot is up on a mountain with tall grass. Enjoy.
  20. Why is it that the engine doesn't actually call the sounds/weather when its raining or a lightning strike? Is there issues with certain skyboxes? I noticed if the cloud cover is thick it will call my sound files but when its clear and raining you get random lightning and no Rain sounds or thunder.. Both of which I added to the sound.jar file... If its raining I want to hear my rain Its kind of annoying..
  21. Hi It's hard to explain audio anomalies... I heard some of the background fuzz and samples echoing too prominently in a cave the other day. Since then, my ears have been tuned to it. On my settlement, on the coast for example, the bubbly sound of the waves seems to echo a bit too much. The frogs are not affected, and sound fine. The echoing on the waves (and the drips in caves) makes it feel a bit like a 70s movie. Not sure what other information I can supply, but once youve heard it, it cannot be unheard. Let me know if I can be of any more assistance Marlon
  22. It´s perhaps an already known bug but since it´s the summer of bug fixes I´m making sure it´s getting some attention. Bug When you embark a ship or a cart from water or close to water the swimming or water splashing sound that was previously playing is stuck in an endless loop which makes the journey extremely loud and unpleasant. Replicate It is easy to replicate by just parking a cart next to water, walk or swim in the water and embark the cart. You will hear the splashing sound forever or until you disembark and reembark. Workaround Disembark onto dry land and reembark your cart, wagon, ship transporter or boat. The problem with boats is that if you are too far away from dry land and need to check the compass you have to jump in the water and when you get back on the boat you will be stuck hearing this endless loop of splashing. Solution would be a proper stopsound command from these lines, alternatively give ability to bind stopsound to a hotkey. You ride on the large cart as the driver. You ride on the large cart as a passenger. You ride on the ship transporter as the driver. You ride on the wagon as the driver. You board on the "[name]" as the captain. You board on the "[name]" as a passenger.
  23. Please more sound options to turn on/off like footsteps and doors. - On/off animal - On/off fire (cracklng noises when your far away is annoy!) - On/off war machines or atleast turrets (whirling noise not for every one ) - On/off emotes sound/voices Different sounds for shielding bashing and bashing walls/mine doors
  24. I tab out of the game to do stuff on forums, or play another game (like now) and it would be awesome if we had an audible notification that we could enable for Alliance, Village and personal chats. I think it would help improve communication in Wurm and good communication is important in building a strong community. To satisfy some people (you know who you are), let me state that this suggestion should not be considered until existing bugs and serious performance issues are addressed. Thank you.
  25. A simple thought: Wouldn't it be nice if a custom* sound notifications were added to the in-game chat? * - by custom I don't mean the sound itself, but the situation in which would it occur. By default it should be turned off completely (so it won't disturb those who prefer current silence) but in sound settings there would be an option to enable sound when: - Message appears in currently selected tab. - Message appears in any tab. - New PM tab is open. - Message appears in any existing PM tab. - (if possible) Message appears in specific tab (some would like to know what's up on Global, some would like it on CA Help etc.). I guess it's a little utility many of us would appreciate. Especially those who are as oblivious to unexpected PMs as I am