Human Death Screams

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Infernus
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Re: Human Death Screams

Post by Infernus » 13 Sep 2015, 06:05

Why not just use those sounds from baycode? They have various male and female scream effects.

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WyattH
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Re: Human Death Screams

Post by WyattH » 13 Sep 2015, 10:20

Infernus wrote:Why not just use those sounds from baycode? They have various male and female scream effects.
This so much. On other servers the scream verb actually makes various scream noises.

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Evilkyle24
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Re: Human Death Screams

Post by Evilkyle24 » 14 Sep 2015, 00:54

This might work for a flatline even better.

https://www.youtube.com/watch?v=r-YOIIrVJE0
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snow5445
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Re: Human Death Screams

Post by snow5445 » 20 Sep 2015, 03:48

Rahlzel wrote:After doing some preliminary research and looking around for sounds, I've come to understand what might be a better solution here - a short, 2-3 second, fading flatline sound.

1. Not everyone is going to die from getting slashed by a Xeno. Death will come from bleeding out, overdosing on chems, and in the case of some rounds, old age. Having a death rattle for some deaths will just seem silly.
2. Having the code find out how the player died is not a simple task. Even if it were, a Xeno might be ripping a Marine to shreds, and then suddenly one second later the player dies from blood loss because a tic caused it to finish him off. If the blood loss death sound was something like a long final breath, it'd be a little silly hearing it while the marine is getting slashed up when it should sound more like a scream.
3. Not everyone's going to be happy with the voices I choose. They'll think a particular scream/sigh/gasp doesn't sound like the "booming deep voice" or whatever that they've concocted for their character.

For these reasons, a flatline sound feels more generic and universal. It fits all of the above scenarios and still works. It can also easily be embedded into "lore" by giving the marines an upgraded health chip or something, so it'll make sense from an RP viewpoint.

Here's an example of a flatline sound

EDIT: Had a chat with Apophis. I'm leaning towards screams again. A little silly is OK. I'll probably have a few death rattles with a Wilhelm scream mixed in to be chosen randomly.
Meh let people bitch it adds a bit to the flavor.
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Siserith Vassada
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Re: Human Death Screams

Post by Siserith Vassada » 23 Sep 2015, 15:49

can we also get scream sound effects when you *scream and when you get pounced?

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KeyWii
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Re: Human Death Screams

Post by KeyWii » 23 Sep 2015, 17:18

Rahlzel wrote:After doing some preliminary research and looking around for sounds, I've come to understand what might be a better solution here - a short, 2-3 second, fading flatline sound.

1. Not everyone is going to die from getting slashed by a Xeno. Death will come from bleeding out, overdosing on chems, and in the case of some rounds, old age. Having a death rattle for some deaths will just seem silly.
2. Having the code find out how the player died is not a simple task. Even if it were, a Xeno might be ripping a Marine to shreds, and then suddenly one second later the player dies from blood loss because a tic caused it to finish him off. If the blood loss death sound was something like a long final breath, it'd be a little silly hearing it while the marine is getting slashed up when it should sound more like a scream.
3. Not everyone's going to be happy with the voices I choose. They'll think a particular scream/sigh/gasp doesn't sound like the "booming deep voice" or whatever that they've concocted for their character.

For these reasons, a flatline sound feels more generic and universal. It fits all of the above scenarios and still works. It can also easily be embedded into "lore" by giving the marines an upgraded health chip or something, so it'll make sense from an RP viewpoint.

Here's an example of a flatline sound

EDIT: Had a chat with Apophis. I'm leaning towards screams again. A little silly is OK. I'll probably have a few death rattles with a Wilhelm scream mixed in to be chosen randomly.
Reminds me of Deadspace. Probably the only thing I liked about the multiplayer attempt is that when a teammate died, their flatline echoed throughout the entire map.
And so when man and horse go down
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You stop a bullet clean,
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Just empty your canteen,
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And go to Fiddler's Green.

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Meww
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Re: Human Death Screams

Post by Meww » 23 Sep 2015, 18:25

wilhelm scream sounds FANTASTIC. also it would be good for the marines who try to fake death with the death message to get us to let them go.

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Arachnidnexus
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Re: Human Death Screams

Post by Arachnidnexus » 23 Sep 2015, 21:43

The fake death message is rather irritating. Couldn't it be solved by just giving the real message a different color?

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Siserith Vassada
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Re: Human Death Screams

Post by Siserith Vassada » 23 Sep 2015, 23:08

seriously we need these screams in now. and to be able to trigger them manually. i dont know how many times i've had situations where screams would be awesome

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Siserith Vassada
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Re: Human Death Screams

Post by Siserith Vassada » 24 Sep 2015, 13:46

UnknownMurder wrote:
How about... A chance of screaming while being slashed?
People scream when bones get broken from slashing. all we really just need is a midis scream added to the emote

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MilesWolfe
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Re: Human Death Screams

Post by MilesWolfe » 27 Oct 2015, 15:05

so is this being implemented or?...
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dylanstrategie
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Re: Human Death Screams

Post by dylanstrategie » 19 Nov 2016, 12:30

Is this still relevant, or do we want special death screams along with generic screams ?

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forwardslashN
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Re: Human Death Screams

Post by forwardslashN » 20 Nov 2016, 09:36

I believe implementing unique death screams was the intent, though it is very nice that we have screaming emotes.
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