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LuckyLuke "killsound"?
posted in Customization
1
#1
0 Frags +

So this title might sound weird, so let me explain:
If you ever watched a frag movie by LuckyLuke I'm sure you're familiar with the sound that he uses whenever a kill happens.
This explosion-like sound.
Example:
https://www.youtube.com/watch?v=rUptjZg_3uM

And I thought it would be cool to use it as your kill sound in-game.

So does anyone has the sound as a sound file?
Or know how to create one?

So this title might sound weird, so let me explain:
If you ever watched a frag movie by LuckyLuke I'm sure you're familiar with the sound that he uses whenever a kill happens.
This explosion-like sound.
Example:
https://www.youtube.com/watch?v=rUptjZg_3uM

And I thought it would be cool to use it as your kill sound in-game.

So does anyone has the sound as a sound file?
Or know how to create one?
2
#2
30 Frags +

The config threads are evolving

The config threads are evolving
3
#3
1 Frags +
knsumeThe config threads are evolving

Increasingly Verbose Memes

[quote=knsume]The config threads are evolving[/quote]

Increasingly Verbose Memes
4
#4
6 Frags +

Its from a custom explosion and weapon shot sound pack used for actual video production. It costs about 40$ for the pack afaik. No idea what it is called or where you get it though.

Its from a custom explosion and weapon shot sound pack used for actual video production. It costs about 40$ for the pack afaik. No idea what it is called or where you get it though.
5
#5
-1 Frags +

It sounds so much more soothing to listen to tho

It sounds so much more soothing to listen to tho
6
#6
11 Frags +

ok so the actual explosions used in luckylukes videos are real explosions (wow!)

pack costs like $500 USD and are used in films and shit

you won't find them without purchasing them

ok so the actual explosions used in luckylukes videos are real explosions (wow!)

pack costs like $500 USD and are used in films and shit

you won't find them without purchasing them
7
#7
-2 Frags +

technically couldent he upload it somewhere for free tho its prolly illegal

technically couldent he upload it somewhere for free tho its prolly illegal
8
#8
11 Frags +
Quest_yotechnically couldent he upload it somewhere for free tho its prolly illegal

highly illegal! good job!

edit: it was really late and I am now realizing that was really hostile

I apologize

[quote=Quest_yo]technically couldent he upload it somewhere for free tho its prolly illegal[/quote]

highly illegal! good job!

edit: it was really late and I am now realizing that was really hostile

I apologize
9
#9
1 Frags +

I think he also won't do that. If he paid big cash for it, he's not gonna give it away for free to you

I think he also won't do that. If he paid big cash for it, he's not gonna give it away for free to you
10
#10
eXtelevision
14 Frags +

$40, $500 ... Before you know it I'm a millionare.

Anyway, Airon created sound effects specifically for Top10s. I'm not quite sure which original sounds he used other than that it includes original TF2 sounds.

$40, $500 ... Before you know it I'm a millionare.

Anyway, Airon created sound effects specifically for Top10s. I'm not quite sure which original sounds he used other than that it includes original TF2 sounds.
11
#11
1 Frags +
LuckyLuke$40, $500 ... Before you know it I'm a millionare.

Anyway, Airon created sound effects specifically for Top10s. I'm not quite sure which original sounds he used other than that it includes original TF2 sounds.

So could you ask this Airon person if he could upload the sound here maybe? :)
Or maybe you could upload it?
If it's not from some paid for program it shouldn't be a problem, right?

[quote=LuckyLuke]$40, $500 ... Before you know it I'm a millionare.

Anyway, Airon created sound effects specifically for Top10s. I'm not quite sure which original sounds he used other than that it includes original TF2 sounds.[/quote]


So could you ask this Airon person if he could upload the sound here maybe? :)
Or maybe you could upload it?
If it's not from some paid for program it shouldn't be a problem, right?
12
#12
2 Frags +
LuckyLuke$40, $500 ... Before you know it I'm a millionare.

Anyway, Airon created sound effects specifically for Top10s. I'm not quite sure which original sounds he used other than that it includes original TF2 sounds.

Don't lie, we all know you're swimming in money.

[quote=LuckyLuke]$40, $500 ... Before you know it I'm a millionare.

Anyway, Airon created sound effects specifically for Top10s. I'm not quite sure which original sounds he used other than that it includes original TF2 sounds.[/quote]
Don't lie, we all know you're swimming in money.
13
#13
13 Frags +

Lucky Luke actually painstakingly made every weapon from the game and fired them in real life, then recorded those sounds himself. As such, the sound pack costs $20.000

Lucky Luke actually painstakingly made every weapon from the game and fired them in real life, then recorded those sounds himself. As such, the sound pack costs $20.000
14
#14
8 Frags +

Those sounds function well in a cinematic sense, for a Youtube show or a film perhaps.

They would not work well in the game. All other sounds would need to be turned down, either in the sound shader files or the audio files themselves, because these sounds are not smashed down like the game sounds are.

The sounds have high-impact starting parts and quieter fading parts. First it's loud, then it's quiet. That's how impact happens.

The explosion you're likely talking about in part comes from the explosion library by Tonsturm, in fact it's from a free offer they did a few years ago. A teaser of the full library.

The volume curve of sounds is one thing. The other is the frequency spectrum. You EQ the sound to function well at a certain loudness, because how we hear stuff changes considerably at different levels. I usually go for smooth and bass. I never want to hurt folks with sound.

So when I use in-game sounds, I apply a volume curve to them, emphasizing only the first bit of the sound to give it more impact, and then I turn down some frequencies from 1 - 4kHz so it's a little less grungy. That's one way, and combining parts of sounds for different bits of the final sound is another way to make your own.

Btw, the Youtube library has a bunch of decent effects to start with.

Those sounds function well in a cinematic sense, for a Youtube show or a film perhaps.

They would not work well in the game. All other sounds would need to be turned down, either in the sound shader files or the audio files themselves, because these sounds are not smashed down like the game sounds are.

The sounds have high-impact starting parts and quieter fading parts. First it's loud, then it's quiet. That's how impact happens.

The explosion you're likely talking about in part comes from the explosion library by Tonsturm, in fact it's from a free offer they did a few years ago. A teaser of the full library.

The volume curve of sounds is one thing. The other is the frequency spectrum. You EQ the sound to function well at a certain loudness, because how we hear stuff changes considerably at different levels. I usually go for smooth and bass. I never want to hurt folks with sound.

So when I use in-game sounds, I apply a volume curve to them, emphasizing only the first bit of the sound to give it more impact, and then I turn down some frequencies from 1 - 4kHz so it's a little less grungy. That's one way, and combining parts of sounds for different bits of the final sound is another way to make your own.

Btw, the Youtube library has a bunch of decent effects to start with.
15
#15
5 Frags +

Here's a small FX composition made entirely from effects available from the free Youtube FX library.

https://we.tl/Xp4ZhI6KPj (3 MB Wetransfer.com)

You need Reaper (a 10-11 MB download) to open this session. Everything you need comes with that little installer. Get it at http://reaper.fm for your system. Video tutorials on that powerful and inexpensive software is available for free here: http://www.cockos.com/reaper/videos.php

I pitched a lot of sounds, which you can do by stretching sounds by ALT + click-and-dragging the edge of items and telling Reaper not to preserve the pitch. That's done with a checkbox on the item properties(F2 to access those on selected items by default).

There are a lot of free libraries out there. A good place to look is likely https://designingsound.org

Hope that helps.

Here's a small FX composition made entirely from effects available from the free Youtube FX library.

https://we.tl/Xp4ZhI6KPj (3 MB Wetransfer.com)

You need Reaper (a 10-11 MB download) to open this session. Everything you need comes with that little installer. Get it at http://reaper.fm for your system. Video tutorials on that powerful and inexpensive software is available for free here: http://www.cockos.com/reaper/videos.php

I pitched a lot of sounds, which you can do by stretching sounds by ALT + click-and-dragging the edge of items and telling Reaper not to preserve the pitch. That's done with a checkbox on the item properties(F2 to access those on selected items by default).

There are a lot of free libraries out there. A good place to look is likely https://designingsound.org

Hope that helps.
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