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Gnome Stew’s First Contest: Win Custom Sound Effects for Your Game

Posted By Martin Ralya On August 18, 2008 @ 12:30 am In Gnome Gnews | Comments Disabled

One thing we’ve been wanting to do since we first launched Gnome Stew is have a contest for our readers — and here we are with our first contest!

Last week I promised that the prizes would be surprising. We’ve never seen a contest like this one on any other gaming site, and we’re thrilled to be able to offer something this unique to our readers.

World oF Twilights Studio

Gnome Stew reader PaPeRoTTo (Giorgio Vezzini in the real world) is a sound engineer who creates custom sound effects for his own game, and he recently started a company, World oF Twilights Studio, to do the same thing for your games.

Giorgio does great work, and listening to his effects its easy to see how much they would add to a gaming session, especially when it comes to immersing your players in the game world. Listen for yourself — here are some samples of Giorgio’s sound effects (all direct links to MP3s):

(If for some reason a link won’t load, copy and paste the link into your browser’s address bar — that should do the trick.)

Want Giorgio to design a set of custom sound effects for your next session? Read on!

Win Stuff!

Gnome Stew is giving you a chance to win three custom sound effect packages courtesy of PaPeRoTTo and World oF Twilights Studio:

  • 1st Prize: 2 scenes featuring 5 layers, 1 scene with 3 layers, 2 SFX and 2 adjustments.
  • 2nd Prize: 1 scene with 5 layers, 1 scene with 3 layers, 2 SFX and 2 adjustments.
  • 3rd Prize: 1 scene with 5 layers, 1 SFX and 1 adjustment.

I’m not a sound engineer, so I asked Giorgio to spell all that out for me. Here’s what each of those terms means:

Scene: A sound file with multiple elements — for example, running footsteps on a metal floor, the heavy breathing of the runners, the rumble of the boulder they’re running away from, a villain’s cackling laughter and the clanking of machinery in the background.
Layer: One sound element within a scene. The example above includes five layers.
SFX: A simple, reusable sound “unit,” like the crackle of a fireball or the rattle of machine gun fire.
Adjustment: A change made to any of the above. Want louder fire for your fireball, or a deeper laugh for the villain? That’s an adjustment.

How to Enter

We made entering this contest so easy it’s criminal:

  1. Register for a free account on Gnome Stew. Make sure the email address you use is valid, since winners will be notified by email (change it here if you need to). If you already have an account, skip this step!
  2. Leave a comment on this post. Seriously — that’s all you have to do. We’d love to know how you use sound effects in your game, or what you’d do with a custom effects package if you won, but any comment counts as your entry.

Not registered on the Stew? Read our comment policy and register.

Multiple comments are welcome, but you can only enter once. (And Gnome Stew authors aren’t eligible to win, obviously.)

And We’re Off!

This contest will run from today until 11:59 PM (MST) on Monday, September 1st, 2008. (Edit: Oops — I put 12:01 AM before, but my intention was to give everyone all day on Monday, not just one minute of it. I’ve changed the deadline to 11:59 PM.)

We’ll announce our three randomly selected winners in a separate post on Wednesday, September 3rd, 2008. Each winner will also be contacted via email, and we’ll put them in touch with PaPeRoTTo directly so that they can claim their prizes.

Good luck, be sure to check out World oF Twilights Studio — and get commenting!

About  Martin Ralya

A father, husband, writer, small-press publisher, former RPG industry freelancer, and lifelong geek, Martin has been gaming since 1987 and GMing since 1989. He lives in Utah with his amazing wife Alysia and their awesome daughter Lark in a house full of books and games.




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Comments Disabled To "Gnome Stew’s First Contest: Win Custom Sound Effects for Your Game"

#1 Comment By Sektor On August 18, 2008 @ 2:43 am

I love the originality of the contest prize; you guys are true pioneers :)

I actually have a question about using sound events. Isn’t it pretty difficult to get the timing and the believability right when using sound effects?

In my experience, the best kind of sound support you can give as a DM, is something you start, change once in a while, and then forget about it. In that light, a (long) playlist of theme music is just perfect. It doesn’t use up the DM’s brain-cycles too much, it’s not too distracting for players, and it’s relatively easy to come by.

I’ve always thought about using sound effects, but apart from the general background monotonish sound (like water dripping in a cave, or birds singing in the forest), I’ve never found it easy to actually use something as ‘specific’ as the “Walking through a field” example (even though it’s not really that specific; it just seems like a one-shot in a campaign).

I’m afraid it won’t deliver for my players at first, because I’m sure they will all stop talking and listen to the sound effect while it’s playing, scoffing it or making funny remarks (because if you’ve never done this before, it really sticks out). Also, looping this example suggests that every 3 or 4 minutes (I don’t remember how long the sample is), someone in a wagon passes by. Hence, like I said, it’s a one-shot (or at most a three- or four-shot) sound.

So – and this is actually one for the suggestion pot – it would be really cool if someone could post some pointers on using sound effects well. How to make them believable, and seemlessly integrate them into your narration?

Now, I’ll be crossing my fingers to win some cool effects to try these pointers on :)

#2 Comment By PaPeRoTTo On August 18, 2008 @ 5:13 am

First of all I wanted to say Thanks to the Gnome Stew Crew, for being such kind people to someone new in the game businnes like me :)

Now, feel free to comment, ask, so i can try to clear any dubts from your mind ^^

@Sektor: Yeah, you’re right, that kind of sound (rural field) is not something which you can play and loop, but something as you already said “one-shot”. In fact that’s what i used to call Non Loopable Ambience.. in which if you’re used to, it’s easy to speak over it but still getting in the scene while you’re talking.

You’re again right if you say that you need some confidence with that kind of thing but believe me, start with something easier like the ambience of a wrecked space station (i don’t know how tu URL something.. :P worldoftwilights.altervista.org/scifi/scifiambience.html), or in a fantasy/modern/historical setting, the one about the wind in the canyon (worldoftwilights.altervista.org/modern/modernambience.html); those are immediate to use and have great impact on your game. :)

for other elements like fireballs, guns.. something that are used to involve and not to speak on, i suggest using an I-pod or similar, or the free program MixerE (mixere.soundforge.net), if you can afford a laptop on your desk.

It’s all for now. For any question.. i’m here :)

Thanks again Gnome Stew, and everybody’s welcome to this new world :)

#3 Comment By gospog On August 18, 2008 @ 7:00 am

I’m in!

Thanks, Gnome Stew!

-Tom

#4 Comment By Rafe On August 18, 2008 @ 7:32 am

Big thanks to organizing this contest! Sounds great. I use music in my games but finding sound effects is pretty tough. I’d love to have some custom ones. I’m in!

#5 Comment By CeeRader On August 18, 2008 @ 8:08 am

Great contest. During a recent game, (Dogs in Vineyard with a homebrew Firefly setting), I had a soundtrack for a session on a four song loop to simulate the bar they were negotiating in. Worked like a dream, and I noticed that the music influenced the pace of the negotiations. My own character in this had a signature song that I played whenever he got dramatic.

I’m a big believer in using music and SFX in the sessions, usually as a cue for the players in what is coming up. The eerie music playing as they come up to a city gate probably means that it’s not going to be a night of carousing.

I usually set up play lists on my ipod with themes and moods. It’s for me as well, as it helps me get into the emotional space to pull the story along. I’ll switch over to a generic mood when I am letting things happen and switch up the music enough that it’s not a tell that I’m going to be doing something.

Love it
-CeeRad

#6 Comment By Cole On August 18, 2008 @ 8:10 am

I have never tried using sound effects on my games. But I might try when the group ventures in this abandoned manor, full of undead.

#7 Comment By LesInk On August 18, 2008 @ 8:11 am

Nothing like having sound effects to make the players wonder ‘what’s that?’ around the corner.

#8 Comment By Fang Langford On August 18, 2008 @ 8:17 am

Sounds fun!

#9 Comment By PaPeRoTTo On August 18, 2008 @ 8:19 am

@CEERADER: Yeah, music has great impact on everyone.. especially if it’s at an intensity on which it “gets in your ears” without being so much listened. Haven’t you tried to use a normal music and a gloomy music immediately after and in the same time you change yourself the way you’re speaking? great effect guarantee 100% :) not to overdo or as you already said “not enougn that it’s not a tell that i’m doing something”.

@LESINK: Sure! Just try to figure out how you would like it may sounds.. everything is possible with sounds :)

#10 Comment By Propagandroid On August 18, 2008 @ 8:46 am

@Fang: Ouch. :)

I’ve been trying to figure out a good way to collect sounds for my game for some time. I didn’t like that it added another layer or prep work, or that there was no place to just go grab appropriate sounds. I’m also not keen about using my laptop at the table. But, perhaps this is the solution to at least one of those problems!

#11 Comment By Hella Tellah On August 18, 2008 @ 8:49 am

Ooh, me!

I’m running a Victoriana game, so if PaPeRoTTo relishes the idea of making sound effects for a game of steampunk monster hunting in Victorian London…

PICK ME! OOH, OOH, PICK ME!

#12 Comment By grieve On August 18, 2008 @ 9:19 am

I have been running a D&D campaign, where unbeknownst to the players (and most NPCs) gods of the Cthulhu mythos are taking over the heavens.

I was able to use a Nox Aracana CD of Cthulhu themed music to simulate a choir. In the game the choir’s music was powering a giant evil artifact that was generating undead. As the team got closer to the choir’s chamber the music got louder. It would have been awesome to have custom ambiance and sound effects to go along with it.

The players recently discovered that they were fighting Cthulhu creatures when they captured a cultist and he revealed he was working for Nyarlhotep. Now I can unleash the real nasties. :)

#13 Comment By vanir On August 18, 2008 @ 9:29 am

This is a very cool idea, I’ve been in a few CoC games (seems like thats the system for sounds apparently) where audio was used to great effect and turned the players into quivering piles of goo where once men stood.

Give me your power.

#14 Comment By Scott Martin On August 18, 2008 @ 9:35 am

While I’ve never been able to make music/sound work as a GM, I’ve played in campaigns where the GM has used it to good effect. Theme songs for your character’s go [or for a recurring villain] can add a lot to an ordinary scene.

Last time I tried was before the ipod era– having them easily pickable in my hand (in, say a games directory) might make all the difference. I may have to borrow my wife’s ipod and try it again.

#15 Comment By davethegame On August 18, 2008 @ 9:39 am

I would like sound!

#16 Comment By Child Progeny On August 18, 2008 @ 10:39 am

Awesome! I could use some of this stuff for my game!

#17 Comment By Sarlax On August 18, 2008 @ 10:47 am

I’m in. This is a really cool idea; I’ve always wanted to be able to take advantage of the gaming community for projects like this. I just hope that, if I win, I have a chance to use it! It’s impossible to prep more than a couple of encounters, if that, in many of the games I run.

#18 Comment By Ravyn On August 18, 2008 @ 11:45 am

Nifty! I’m in.

And yeah, I agree with Sarlax. Some groups are near-impossible to plan for. Mine is one of them. I’ll try anyway, though!

#19 Comment By Airk On August 18, 2008 @ 11:55 am

I’m in. Though I should note that the direct links to the sound files didn’t seem to work when I tried them.

#20 Comment By PaPeRoTTo On August 18, 2008 @ 12:03 pm

For the Broken Links.. try to copy the Url in the address box.. in this way it works.. sorry about that.. :P and even for those who are encountering problems with myspace or my site.. it’s about IE that is taking revenge on me because i’ve betrayed him for firefox :P

@Sarlax: sure you’re right.. it’s difficult to prepare encounters.. but anyway.. without forcing players.. you’ve got a scene.. that scene is still there even if they runaway from it.. it’s still there.. still there.. still there.. for the next time :D

#21 Comment By Martin Ralya On August 18, 2008 @ 12:39 pm

I’ve added a note to the post about copying sound file links into your address bar to the main post — thanks for pointing out that they can be weird sometimes. I know all the links are good, so the copy/paste trick should do it if they don’t work the first time.

It’s great to see so many entries so soon! All credit for the contest goes to PaPeRoTTo — he contacted us about doing this, and we thought it was a totally awesome idea. Then we get to push a couple buttons, pick winners at random and dump a whole bunch of sound work on him at the end. It fits perfectly with our gnome work ethic (open dictionary, flip to S, locate “sloth”). ;)

#22 Comment By WerrWaaa On August 18, 2008 @ 1:49 pm

Comment.

Oh, um, I haven’t sound effects because I don’t have any. Hope I win so I can see how effective (and affective) it is. :)

#23 Comment By Swordgleam On August 18, 2008 @ 1:58 pm

I haven’t used sound effects before, but I think it would be interesting to try. I GM with a laptop anyway, so at least I’m set up for it. My groups are always pretty hard to plan for, but I’m sure I could figure out something that I’m likely to use.

#24 Comment By clem On August 18, 2008 @ 2:55 pm

I can see using sounds as a subtle scene switch. For example, my players are embarking on a long upriver trek from the port town through farmland, then forest, then jungle, then plains …. Perhaps I could set up a mixer program on a laptop and play a techno-minimalist style mix of vendor cries, urchins playing, creaking hawsers of ships at anchor, etc. and fade that as the travel into cattle lowing, reapers wielding scythes, squeaks of cart axles, then wind in trees, squirrels chittering … then insects buzzing, jaguar roars, blowgun darts striking out of nowhere …. Oops, they never made it to the high plains! Too bad. With backgrounds like that you could let the soundtrack set the scene and devote more gm time to describing character interactions and individualizing npcs.

#25 Comment By Elora On August 18, 2008 @ 5:31 pm

Sound clips like these would be perfect for my games. I have a player who is very sensitive to music and gets easily distracted by even low-level background music. So I can’t really use “mood music” to enhance my games. But something I can play once just to hook their imaginations – that I could use.

#26 Comment By jermwar On August 18, 2008 @ 6:21 pm

big money big money no whammies! I’ve tried using a few sound effects in my games — wolf howls, mob rabble, sword fighting– added some to the amosphere.

#27 Comment By barasawa On August 18, 2008 @ 6:43 pm

Any idea what the ‘demon voice’ is saying?

#28 Comment By lux On August 18, 2008 @ 6:54 pm

I am typically short on time and that always limits my chance to effectively use sound during our D&D sessions. Nonetheless I always try to come up with something, because sound really adds atmosphere. I usually prepare short music clips as cues to places, people, and events. I find loops distracting, while a good musical introduction to a fight can build excitement up. Whenever a track contains sound effects, I work with Audacity to isolate it in order to use it as the chance arises.

A thing I’d like to do and still couldn’t, is to use sound to give out hints, i.e. having characters knock on a wall and discover a hidden vault by the different sound they hear, or anticipating an encounter with a snake because of the hissing.

So said, if I was a winner I’d ask for a sort of spell effects pack, like fireball/magic missile/lightning bolt and so on, to spice up those, er, magic moments… and a fighter pack too.

Hope my chances of winning are small, meaning that plenty of people register, comment and participates. This blog is really a boon. My compliments.

#29 Comment By Knight of Roses On August 18, 2008 @ 7:40 pm

Excellent concept. I generally just use music to try and set background and theme but sound effects could be interesting to add as well.

#30 Comment By jjman385 On August 18, 2008 @ 7:51 pm

Wow, thats really cool but i have no idea if i could get my players to use sound, but I’d love to try…

Can the scenes be either specific or ambient looping or is a scene only like a specific action?

#31 Comment By firebeetle On August 18, 2008 @ 9:03 pm

I’ve been wanting to use sound effects for some time now. Just never had the time to prepare or a good selection of SFX to choose from. With 4e’s low time prep demands, this may change. I did find a program called mixere that works well.

#32 Comment By Omnus On August 18, 2008 @ 9:24 pm

I would love to use sound effects in my game more than I do. I currently have a laptop with stereo speakers running a “soundtrack” split between adventure themes (Conan, Lord of the Rings soundtracks, etc.) and battle (pump-up-the-adrenaline rock and metal). For sound effects I have a sound effect generator or two (mostly purloined from Halloween clearance sales), but the prize I’d love to use these World oF Twilight Studios effects for is the Box. I work retail, and I was lucky to be standing around when one of those music samplers (you know, the one with the push-button that lets you hear mood music sold in racks nearby) got taken down and was about to be thrown away. I nabbed it, and found to my delight that it’s CD-driven, with a drive that I can put in my own customized effects. With robust speakers (they WERE trying to sell the music it sampled, and they sound good), all I need is a worthy suite of sound effects and ambiances (the box has 30 selections) I could have good effects on cue whenever I need them. What I’d dearly love for ambiances, though, are ones that are neutral in action (just the sounds of a dungeon, or the forest, or a dragon’s lair, or a volcano) with no footsteps or action sounds, about four a night to set the place and fire up my player’s imaginations. That’d leave me with twenty-six effects to sprinkle in. The problem with FX disks is that the content is usually short, needing to be looped, which my box doesn’t do (and I’m too lazy to edit much), and background nature white noise usually has muzak accompaniment. Sounds to me like WoT may be my sound dreams come true for gaming.

BTW my gnomish allies, this is my entry. *big cheezy grin*

#33 Comment By Sunglar On August 18, 2008 @ 9:35 pm

This is a really interesting concept. For the longest time I did not like music in my games, I found it distracting. Slowly I began experimenting. At first simply playing one CD appropriate for the game, but with iPods and playlists on my computer I’ve begun doing some custom work. Now the possibility of ambiance sound is really interesting. Integrating the use of technology has amazingly taken me years even when I make my living with it. One of the things that have really helped me recently has been an Excel based campaign log. Well I ramble on… Here’s hoping whoever wins makes the most of the opportunity. Thank you guys & gals!

#34 Comment By RoboSheep On August 18, 2008 @ 10:52 pm

None of the links worked for me.

#35 Comment By Patrigan On August 19, 2008 @ 1:53 am

So, I like enter, haven’t tested the links, I’m at work at the moment…

Don’t think my co-workers like it, if I would have Machine guns and stuff running from my speakers…

#36 Comment By Maskedpancake On August 19, 2008 @ 1:58 am

I’ve always been tempted to use SFX in my games and have tried to incorporate some sounds once or twice. I’ve found however, that it just takes too long to fiddle with the computer in between trying to describe the scene in a dramatic way, explaining the grappling rules to the new player (again) and quaffing my flagon of ale. It seems my Dex score is just too low to attempt all these things at once, and I cant cast the “Create appropriate background noise” spell yet. I have found that using dramatic music form movie soundtracks works very well. It’s interesting to see how the music sometimes sways the direction or mood of the game. The players tend to act in ways they wouldn’t ordinarily have in response to the background music. I have had the odd incident though, in really dramatic scenes especially, where my computer suddenly decides to play something completely inappropriate. There is just no way you can make the vampire lord dramatic, evil and scary with the cantina music from Star Wars playing in the background. I’ve managed to get past this problem by creating playlists for different mood settings, which seems to be working nicely at the moment.

Thanks GS for keeping us sane during the week when the “real” world keeps on trying to invade our lives!

#37 Comment By PaPeRoTTo On August 19, 2008 @ 2:43 am

kek.. i wrote a long post but i don’t know how i cancelled it.. ok.. anyway.. :P

@Barasawa: The demon’s saying: i’m sorry for everytime i made you cry.. I found quite funny combining a demon voice, with such a sentence :)

@Jjman385: Everything could be everything :) if with specific you mean something about battles.. yeah they are specific.. but if you think about specific of something like “run Mark! Run” >swishhhh> “Come on,, JUMP!” ok.. this are VERY Specific.. anything you got in mind can be put in sounds.. no doubts about this.. and everything, if planned well, can work as a multi-use Scene.. you know.. sometimes you want something that really excites the crowd.. sometimes you want something to use lots of time.. i’m here for both :)

@Whoever-has-link-don’t-working :D : Try to copy and paste the URL in the URL Box :) this way it surely works :)

#38 Comment By Djyn On August 19, 2008 @ 3:55 am

I’d have to create generic loops that i can use for my star wars game. A Ground Battle with blasters etc. A Space Battle with starships flying arround and a more generic one for inbetween fights. either sounds of people milling around and having conversations in alien voices or something creepy for suspence. SFX would be blasters and lightsabers.

#39 Comment By BillyMage On August 19, 2008 @ 7:04 am

I usually use movie soundtracks but sound effects seem fun:)

#40 Comment By MountZionRyan On August 19, 2008 @ 7:43 am

First of all, cool contest.

Now as to sound effects. I use a free program that is great for incidental sounds /music.

You map the sounds to your keyboard and play it with the push of a button. I’ve used to to great effect (and little distraction) for several games. In my last game (Lacuna Part 1) I had the background sound of a rain and thunderstorm looped on my Windows MP, the incidental soundtrack for the game (depending on what scnen they were in) playing on Winamp, and Sounds To Key for SFX.

Look for Sounds To Key at this page
http://www.criticalthreat.com/

#41 Comment By Joey On August 19, 2008 @ 8:04 am

I have never used music or sound effects at any of my games. I tried once, but forgot to hit play and when I finally remembered I said screw it

#42 Comment By droid On August 19, 2008 @ 10:42 am

Any space will have its sounds, what you hear when you are hearing nothing. I think those are the easiest to use, and give good ambience. In movies the sound almost never cuts out to zero, even when there is nothing happening, because it sounds so unnatural. Just make sure that any background is at a volume to where it makes a difference, yet quiet enough that foreground can be heard.

I registered for this competition, so it must be a success to some degree.

#43 Comment By bobg On August 19, 2008 @ 12:16 pm

I’ve only used sound effects in one gaming session, it went ok, but it took me FOREVER to find the sounds I was looking for though a google search trick saved me some time. Having tailored sounds would be awesome, though I’m not sure about reuse-ability…

#44 Comment By Humpy Boggart On August 19, 2008 @ 7:13 pm

I like gnomes (to eat)! And free stuff!

#45 Comment By Bookkeeper On August 19, 2008 @ 7:30 pm

I’ve been using a soundtrack for my Scion game and a layered Casino sound would do wonders for ambience. Throw this keeper’s name in the basket and I’m thinking I’ll be dropping by WoT from time to time.

#46 Comment By stupidranger On August 19, 2008 @ 10:01 pm

Very cool idea! I think that sound can add such great atmosphere to a game.

#47 Comment By borfaxer On August 19, 2008 @ 10:47 pm

It’s tough to find good sound effects that don’t include elements you don’t want, so custom FX would be cool!

#48 Comment By baron On August 20, 2008 @ 4:19 am

Let the sound effects begin!

#49 Comment By Azmo On August 20, 2008 @ 7:36 am

Nifty contest, quite the suprise. Music and a mixing board are next.. followed by a fog machine. That would be a suprise for the hapless gamers. MWAHAHHAHAHAHAA

#50 Comment By Reverend Mike On August 20, 2008 @ 2:55 pm

Cool contest idea…I’d love to get my hands on some sci-fi themed stuff for my upcoming d20 future game…

#51 Comment By gomez On August 20, 2008 @ 4:37 pm

I’m here and ready to win ^_^

#52 Comment By Raindog On August 20, 2008 @ 7:25 pm

I like starting the Game using the soundtrack to Conan the Barbarian. If the gaming group is unfocused, I pull out the Xena Warrior Princess Soundtrack. They beg to play rather than listen to that music……..

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#54 Comment By Shrieking Emu On August 21, 2008 @ 7:39 pm

Sounds cool!

#55 Comment By The_Gun_Nut On August 21, 2008 @ 9:37 pm

This contest is bound to have some very, very satisfied winners. Sound effects during a game can subtely and dramatically alter how your players perceive the game. I have long used music to help convey an overall feel or impression of the game being played, but sound FX take that one step further.

#56 Comment By itliaf On August 22, 2008 @ 11:48 am

I guess it’s high time i considered expanding beyond my sheet metal, slide whistle, and wax paper + comb. My PCs can only take so many levitating destrachans.

#57 Comment By GODZILLABEN On August 22, 2008 @ 5:30 pm

i would love this in my game i have always wanted to to a game like that

#58 Comment By Amakaze On August 22, 2008 @ 8:53 pm

Been meaning to sign up for a long time. Here’s the proper kick in the pants to get me in gear!

#59 Comment By yesmar On August 27, 2008 @ 1:53 am

I’m entering this contest because this is such a novel idea.

#60 Comment By penguin133 On August 27, 2008 @ 7:27 am

Just thought of another application for SFX, apropos of a comment I just made in mixing SF and Fantasy, the sounds could give the atmosphere of both or either? What does an Elven Archer or plated Paladin think when he starts to heare eerie, SF-ish sounds around him, or a disembodied voice in his head (Speakers!), or the doors hiss-SLIDE open a la Star Trek? What does he think is making those “lightning” noises, or what (or who) is that wierd looking Monster (?) with all the arms or three legs? It might be an Alien “Ally” if he can be restrained from skewering it?! Those sounds could just give the clue? I don’t remember whether anyone (including me) has mentioned the idea of having Character themes, yet?
Ian

#61 Comment By questing gm On August 27, 2008 @ 10:15 pm

I WANT FREE STUFF!

Ok….that worked.

#62 Comment By CoarseDragon On August 28, 2008 @ 1:48 pm

This is a great contest. Normally I do my own SFX but this would be very cool.

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#64 Comment By Brent On August 28, 2008 @ 2:52 pm

Great idea! Not sure how I’d use sound effects, but I’m curious about it now.

For those interested, here’s a site that has some free sound effects:

http://partnersinrhyme.com/

#65 Comment By ebertran On August 28, 2008 @ 2:52 pm

I have tried this, there is a usenet newsgroup dedicated to SFX, and you can get some good stuff on there… galloping horses, swords clashing, stuff like that… if you have an audio editor on your pc, you can make all sorts of things like this. It’s pretty cool.

I had a lot of SW SFX I ripped from games and stuff, that also work great for a sw game.

Nothing beats scaring your young jedi PC, standing in a dark chamber and seeing the player’s face as he listens to the hiss of a red lightsaber igniting behind him…

good stuff this contest…

#66 Comment By Storyteller On August 28, 2008 @ 5:27 pm

Huzzah!

I heavily use music in my games and would love to get some SFX going. I already have a great idea!

#67 Comment By Vampir On August 29, 2008 @ 12:36 am

I’ve never used music in a game, I hear a lot of people do it but I was never into music that much… might have to change that, I don’t know :/

#68 Comment By Kimari On August 29, 2008 @ 3:01 am

The prize is certainly interesting. Those sound effects could come really handy for my next project =)

#69 Comment By MadBrewLabs On August 29, 2008 @ 8:03 am

It would be pretty nifty to incorporate sound effects into a virtual game table…

#70 Comment By Virgil Vansant On August 29, 2008 @ 9:36 am

I’ve never used sound effects in a game before, but I am looking to make a mix CD of music from 1947 to help set the mood of my next campaign. And some sound effects coming from creatures That Man Was Not Meant To Know would work nicely, too!

#71 Comment By joshx0rfz On August 29, 2008 @ 12:53 pm

I like sound more then DaveTheGame. Would these be usable for a video game? That’s what I’m interested in…

#72 Comment By penguin133 On August 31, 2008 @ 5:02 am

I like virgil’s idea of a mix CD of contemporary music, not sure if it would work for Fantasy however, or even Victorian era? 1940s music does set a “feel” though. I also once played in a game where the GM had his CD of the “Temple of Elemental Evil” game in the computer as background noise, it had a steady background track of rattling chains, creaks, groans, and things going bump in the night, and set the scene beautifully! I also remember a scary game where we, the PCs, spent the night in an eerie Dungeon corridor with a background wailing noise, faint and inexplicable; we found out later that it was totally harmless, the wind blowing across the neck of a bottle would you believe, but it produced a feeling of genuine alarm even though it was only described to us; if it had actually been playing in the background it might have really had us wetting our pants!
Ian Winterbottom

#73 Comment By rwiedeman On August 31, 2008 @ 9:05 pm

I like to have CD/MP3 tracks that I loop while a certain scene is going on, then click to the next soundtrack at the next scene. I would think specific sounds for specific events would be… corny. But maybe there’s a way to pull that off, if used sparingly.

#74 Comment By Martin Ralya On September 2, 2008 @ 6:21 am

This contest is now over — thanks to everyone who entered! Winners will be announced on Wednesday. :)


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