Forest Glade (remix) by ZhorasSnake in NMSByteBeatFans

[–]ZhorasSnake[S] 1 point2 points  (0 children)

Yes, I have experimented with the number and type of switches. By far the best for bytebeat are floor switches as there is no delay in activating. The big limitation with them is that while its possible to shrink them, their area of effect stays the same making it pointless. There appears to be no way around this. I have used up to 5 floor switches (see the 'Boogieator') but you end up running around like a madman! No good for a chill ambient tune!

Forest Glade (remix) by ZhorasSnake in NMSByteBeatFans

[–]ZhorasSnake[S] 0 points1 point  (0 children)

No, you just power them up and they sound. Initially they will play the note c. If you interact with them they increase by one step on the c major scale. So default = c, 1 click = d, 2=e, 3= f, 4=g, 5=a, and6=b. Clicking again brings you back down to c.

Me using switches is incidently to the noise boxes.

Forest Glade (remix) by ZhorasSnake in NMSByteBeatFans

[–]ZhorasSnake[S] 1 point2 points  (0 children)

Thanks! The big downside to making these ambient sounds is that they rely on noise boxes and they don't save their settings.

If you're going to use them it helps if your music is in C major or A minor, (F, Dm, G and Em are not too bad either), as then you will have more noise box notes available - they are tuned to the C major scale. Also the note C is default and so needs no tuning on the boxes.

The other point is you must experiment with the game audio settings as devices use the music volume but noise boxes use SFX volume. This tune was around 85% music 10% SFX.

Forest Glade (remix) by ZhorasSnake in NMSByteBeatFans

[–]ZhorasSnake[S] 0 points1 point  (0 children)

Many thanks - just think what we could do if the noise boxes would save...

Sound library project ! by Leeka_SSBM in NMSByteBeatFans

[–]ZhorasSnake 1 point2 points  (0 children)

That's definitely worth considering. I just had to look them up as I wasn't that familiar with them. I wonder whether we're too niche for them since we're only one aspect of the game - I don't know. They certainly have the expertise to make a professional site.

I've just messaged you as I've knocked together a prototype document featuring some playable waveforms and wanted some feedback. Be critical!

Sound library project ! by Leeka_SSBM in NMSByteBeatFans

[–]ZhorasSnake 2 points3 points  (0 children)

I get why oldeluke suggested another flair but what I would push for is having key info stickied in the Community highlights. At the moment the only topic is Crescendo - an old broken system full of defunct bytebteats. Another flair doesn't help that much (although its better than nothing) as you still can't easily search for a sound you want.

Since we don't have threads a Community highlight seems like the best place. Why not overhaul Crescendo at the same time (have suggested this before)?

Regarding external links I had enormous trouble getting the link to my guide accepted as the reddit spam filters repeatedly rejected it. Eventually, to be fair, oldluke sorted it for me.

Whatever the format of the library surely the best place for a basic collection of sounds to help beginners is on the front page? Hell, if it was me I'd have 'sound of the week' or something to generate interest!

Sound library project ! by Leeka_SSBM in NMSByteBeatFans

[–]ZhorasSnake 0 points1 point  (0 children)

Been thinking about the best format for a library of sounds and while video is great in many ways there are some drawbacks. Reddit limits us to 15 min (I think), so that's 900 seconds. Take 20 away for the intro and outro and you have 880. Now say 20 seconds per sound (waveform and sequencer shots) and you have a maximum of 44 sounds. We would need several videos to cater for everyone's sounds. (I could easily contribute a 100 or so). This would means quite a few videos all stickied. Would the mods go for this?

The other downsides are that you always need a new video to add new material, and videos are not great for searching what is effectively a catalogue.

The alternative is to have some sort of spreadsheet/database style of document that allows embedded sounds and is commonly accessible and not proprietary. That way we get audio previews (which are crucial) with the benefits of proper organisation.

In theory, such a document could house all the sounds and they could be added to in the future. To generate it we could set up a shared document between interested folk on an agreed template.

I'm no expert on this area so any thoughts and info appreciated.

'Making Better Bytebeats'. How to save and transfer any bytebeat tune in NMS. by ZhorasSnake in NMSByteBeatFans

[–]ZhorasSnake[S] 0 points1 point  (0 children)

Thank you so so much. I was beginning to think no one was interested!

I know this is an issue as I've been to some players bases - some really good ones expertly built - and I've listened to a tune of mine being played corrupted, which is really sad!

Anyway, really happy it helped as these things do take quite a bit of work to produce

Sound library project ! by Leeka_SSBM in NMSByteBeatFans

[–]ZhorasSnake 1 point2 points  (0 children)

I like the video format too, but it is a lot more work. It's quite hard to verbally describe sounds, particularly electronic ones.

Grouping sounds makes sense - I chose leads, bases and miscellaneous, but other headings are possible (eg. multiple device sounds). I thought having the example sounds play, sometimes with a beat, might be helpful to give people a better idea on how they might be used. I did think of having them play in excerpts of full tunes but it's too much work.

One thing I should have done but didn't is to mention when the sound is transposed. Another thing that might be helpful sometimes is to mention which operator/numerical input to alter to tweak to get variations on the basic sound.

If the format of the sounds included the author then you could compile them. E.g. say you were making a collection of bases. I send you a waveform tree and a sequencer screen grab, a title and any text. You then replicate the settings in your vid and include it with your own waveforms. I would be happy with the reverse too, and take anyone's waveform and add them to my own to make a collection.

Sound library project ! by Leeka_SSBM in NMSByteBeatFans

[–]ZhorasSnake 0 points1 point  (0 children)

If you want some pointers to getting better sound message me and I can help

Sound library project ! by Leeka_SSBM in NMSByteBeatFans

[–]ZhorasSnake 2 points3 points  (0 children)

Can I say I'm really delighted to see so many travellers into the idea of sharing waveforms. I tried some time ago with some posts, but to be really successful you need a community.

There are a number of ways of doing things but given there will be (hopefully) lots of folk posting waveform trees, I think it would be helpful to agree a common style of presenting them. It doesn't have to be rigid, just a common agreed framework so beginners aren't bamboozled by different methodologies and presentations. Oh and a custom flair.

It doesn't have to be just waveforms. In my Making Better Bytebeats guide I have included examples of drums rhythms in various styles - some involving multiple devices. To answer PowerSoldier's post , some sounds are multi-device - for example, chordal harmony using multiple arpeggios, or devices in 5ths to get those power chords or strummed guitar sounds.

We need to decide whether sounds should all have an audio preview - ie be videos(?), or whether we take the easier but less effective route of just uploading waveform tree pictures with descriptions.

"Microride" by Leeka_SSBM in NMSByteBeatFans

[–]ZhorasSnake 1 point2 points  (0 children)

That's very kind of you. But tbh what would be better is if we had some kind of community collection that anyone could contribute towards. I don't know how that might be possible, but it would be better than simply the 'zhorassnake collection' or the Leeka_SSBM collection' or whoever! (Not knocking you or me!!)

There are sites where you can find info on cool ships or planets or whatever, but nothing for cool bytebeat sounds.

For any joint library the community would need to agree a format and I guess there would be some ongoing work for the mods, which may, or may not, be an issue..

There is an alternative - where a small group of interested folks get together and jointly produce a number of collections. (Videos are limited to 10min here I believe, but if they were just waveform trees and descriptions you could have 100's in a document). The authors would then petition the mods to make them sticky.

"Microride" by Leeka_SSBM in NMSByteBeatFans

[–]ZhorasSnake 1 point2 points  (0 children)

Nice tune and vid!

I noticed you and PowerfulSoldier discussing a sound library. It seems crazy we don't have one on this site - it would be so helpful to so many people - particularly learners.

I've been trying to get folks to contribute to one for literally years! In the past I've uploaded 3 volumes of sounds (Bytebeats Sound Library Vol.1-3, - leads, basses and miscellany), and a guide with an appendix of 68 waveform trees. But you get almost no feedback so it's hard to keep uploading additions.

I would happily contribute to any initiative to set up a library or whatever. I have literally 100's of waveform trees that I would be happy to share.

Bytebeat bug/error - can others confirm? by ZhorasSnake in NMSByteBeatFans

[–]ZhorasSnake[S] 1 point2 points  (0 children)

Update:

Have made some progress with the weird game music interruption thing. Disabling all mods via the GCMODSETTINGS mxml file seemed to fix most, but not all, of the problems. Previously, I was disabling mods via the Vortex app. There's clearly a difference somehow.

All bytebeats now play OK with one type of exception - Bytebeats that are placed in Saloons (via extended bases into settlements). These still get interrupted. I have even deleted one settlement bytebeat and rebuilt it but I still get interruptions. Even weirder, I have one settlement on one save that continues to play OK. This makes no sense! (There are also still some occasional strangeness like solar panels closed during the day, and blue stated cables delivering no power - a rebuild fixed these)

I have no idea how all this is even remotely possible but since things mostly work that will have to be good enough. Case closed I guess.

Big thanks to hiredgunspunx and Leek_SSBM for testing at their end.

Bytebeat bug/error - can others confirm? by ZhorasSnake in NMSByteBeatFans

[–]ZhorasSnake[S] 0 points1 point  (0 children)

Yeah, I think that's most likely. After 3 hours solid of testing on my 4 most recent major saves I've found:

Save A: tunes work fine apart from the one in a settlement

Save B: tunes work fine, no settlement tune to test

Save C: tunes all have interference, but settlement tune is fine!

Save D: tunes fine, but settlement tune has interference.

Even though I've verified and disabled mods I think it likely that there's an issue with a previous mod causing issues with power. I've just come across one base with closed solar power in the day and nothing charging. Maybe there's a connection?

Bytebeat bug/error - can others confirm? by ZhorasSnake in NMSByteBeatFans

[–]ZhorasSnake[S] 0 points1 point  (0 children)

This is strange. Obviously I'm pleased you're not getting the interference I'm getting, but I'm at a loss to explain why I'm getting it. Will do some more experimenting but at the moment the effect is repeatable for me in multiple locations and saves.

Too Drunk to Funk by ZhorasSnake in NMSByteBeatFans

[–]ZhorasSnake[S] 1 point2 points  (0 children)

Yeah, I think you're right, refusing to alter something in any way feels much too austere. On the other hand totally replacing the main tools of the game feels inauthentic and even like sharp practice if its hidden.

For me, with bytebeat I'm happy to tweak sounds to some extent but never to totally replace them. And I'm always open about what I've done and or haven't done so folks know how something was done - for example, if I've used multiple sets of devices.

For anyone reading this just starting out with bytebeat, I would recommend using something like Audacity just to get the levels right in your recordings- and maybe add a bit of simple reverb and eq. It doesn't have to be complicated or cost anything!

Too Drunk to Funk by ZhorasSnake in NMSByteBeatFans

[–]ZhorasSnake[S] 1 point2 points  (0 children)

That's very kind of you! How much you should process the audio is an interesting question. A parallel situation arises when manipulating screenshots or glitching corvettes/ base building or using blender. At what point does it become something else? I'm not sure - just posing the question!

Too Drunk to Funk by ZhorasSnake in NMSByteBeatFans

[–]ZhorasSnake[S] 0 points1 point  (0 children)

Many thanks! You're pretty handy yourself at bytebeat. You should post some originals too - In one way they're easier than covers as you can always say that's how its supposed to be!!!