- Sep 4, 2017
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So there's a lot of places to find sound effects on the web. But for things like moans and other sex sounds what is the "to go" option for these?
Well, I suppose that it depends if you want to use sound for comercial product without law copyright infringement :coldsweat:I find I don't like recordings, since it sounds like people are actually putting in effort, which kinda makes it sound fake. I prefer to find a video (such as, if I want sound effects for a girl moaning and breathing and panting, a simple solo masterbation video works well, better if they are in a small room to improve audio), and i take the sound from that and cut it up, I think I have a small collection already slide up into moans, pants, and breathing that I could share if you think that would help you. One thing you could find would be a collection of moans from the game Mass Effect, people have already posted these collections on line, but they still have the issue of being only so many variations.
As for actual sex sounds, again you could find a video, or make sound effects yourself (drop some ham on the floor, fist a jar of mayonnaise). It may be hard to find a video that doesn't have too much talking or is too quiet to pick up in video. I don't actually use these sound effects since I feel it make the animations a bit tooooo... I can't find the words, it's not gross, but its unrealistic I feel and I find that sex effects wore great for emphasizing, which is a must if you are doing anything cartoonish or if you want to emphasize something important, like going in for the first time, but these sound effects should only be used sparingly since repeated use is the opposite of emphasizing, infact if the sfx are constant it really overemphasizes the scene and I think that is what ruins it for me, like listening to an annoying rocking chair that needs some oil, so I use these sound effects sparingly (to the point that I haven't organized a folder for them yet.)
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it may not be easy to get just sound effects, but certainly easy to find lots of talking.
One thing I have found out over the years is that a lot of adult games, often those made with RPG maker, is that they all tend to use a similar library of sounds, and because these games do not encrypte their files in a zip or anything, so you can just find the sound effects file, go through the list, find the sound effects they used, and use it for your own needs.
I just looked through my collection and did a file search for .wav files, and I can say most games I have don't use these sound effects, but two that do are The wet Beginning and Urban Demons, which to be honest has more than enough sounds for me if I only need to use them for emphasizing or small scenes (unlike breathing sounds which I use code to procedurally vary the sounds to be more realistic and not repetitive). If you want I can package this sound effects together and send them to you.
One last thing I think is important to note is, especially with the sex sounds, that a lot of the sounds I feel are too close to the microphone, if you ask people to make sound effects or read lines of a script for you, you will hear the same effect, where it sounds like they are talking right into the microphone and into your ear. I have not done this with any of the audio I have, since so far I am still prototyping the code for realism, but to make sounds less gross or more realistic, there are 4 things you can do that you may want to consider before using the audio. These 4 things would be various sound effects you apply to the audio files (saving them in a separate folder afterward). All of these things can be done in Audacity which is free,
So for a complexe line I may do a pitch changes, 4, then 1, 3 then 2, and adjust the volume one last time if needed. 4 is usually best done at the start with the raw audio (after pitch change if needed but before lowering the volume). so that all the other room effects are working with the majority carrying frequencies.
- Lower the volume: Don't want the sounds to be right into people's ear's (Does not completely solve the problem).
- Use compression: If say you can't hear the sound effects too well, but trying to turn up the volume makes part of it too loud (think of a sucking sound effect, the sucking part is quite but sound effects like bubble popping or the girl moaning while sucking is relatively louder than the sucking sound), Using the 'compressor' effect/tool, can help compress the range of volume to be relatively constant (quite things get louder, loud things are not as loud anymore). Doing this is not realistic, but if you really want to emphasize a sound without ear raping your players, this is very much recommended (should be done after lowering the volume first if needed). This can also help mitigate the effect of sounds feeling too fake or close to the microphone (Does not completely solve the problem).
- Use reverberation effects. Reverberation is the idea that sounds bounce around in a room stuff, like an echo but for much smaller places (rooms not canyons) and the various bouncing sound waves interfere with each other to soften the effect. Part of what makes the annoying effect that sounds like sound effects or talking is too close to the microphone is that the audio is too crisp. Using the reverberation, you can do many things. You can dull the sound a bit to make it less crisp and more organic, softening the sound further helps make the audio sounds like it is even more organic and starts to make it sound warm, softening it further and you really start to hear the reverberation (sounds like the room is getting bigger), and any more gets close to echoing but can help make something sound deeper (think of a piano sound being improved if it was deeper) which only really helps with music, not really for sound effects at this point. This will do most of the work to help make sound effects sound real and solve the too close to the microphone issue. play around with the order (before or after compression ) to see what sounds better, sometimes I repeat steps to get a sound I want.
- Correct the envolope: (I forget what this feature is called), but basically this is a filter. you can filter out some lower frequency stuff, and some higher stuff, which is what I usually do. What this does is, often with fake lines that you can tell are fake (forced reading) and not real (a good voice actor) is that some people will talk a bit low (worse is when people try to use their sexy voice wich sounds fake to start with), you can fix this a little bit by shifting the pitch of the audio a bit (this is a different tool) but it is easy to mesh up the sound with this and easy to loose consistancy between different clips. change pitch if you need to. To help make the audio sound realisic, use an envolop, or a filter. Filtering out some of the lower tones replicates how lower frequencies have less energy and have a harder time being heard in real life environments, meanwhile lowering higher tones (above 14000Hz? but not as much as the low tones < 700hz since they are high energy) simulates how higher frequencies are more easily absorbed by the enviorment.
hope this was useful to someone, now i need to run to my lecture before I is late
Of course it is.But if you ninja some audio clip for a big porn company. Expect to be sued when your game gets picked upWell, I suppose that it depends if you want to use sound for comercial product without law copyright infringement :coldsweat:
Of course, it's very easy to get sex sound with the amount of porn video on the net :evilsmile:x'D
Has this ever happened?Of course it is.But if you ninja some audio clip for a big porn company. Expect to be sued when your game gets picked up
For that reason I suggestedOf course it is.But if you ninja some audio clip for a big porn company. Expect to be sued when your game gets picked up
Actually no. 1 if you slice up the audio, not only is it very hard to recognize the sound without doing a side by side comparison, without context (audio longer than 2 or 3 seconds) it is nearly impossible to commit such sounds to memory without doing so on purpose, and these companies have better ways of spending their money than having someone memorize all the sounds for this specific purpose. 2 if you use the audio not whole, but in pieces less than 30 seconds (most of the time less than 2 seconds for me), this is considered a transformative work which is exempt from copyright laws, 3 if you edit the audio again that is transformative and can be further argued that copyright is not infringed. 4 the only real threat is if a program can check the audio, which no such program exists (other than youtube XD), which is solved by 3, using effects to customize the sound.Expect to be sued when your game gets picked up
*Shrug* Im sure it's happened to one poor soulHas this ever happened?
Personally, I try not to be "sure" about anything without sufficient evidence, and honestly, I'd be a little surprised if it had ever happened.*Shrug* Im sure it's happened to one poor soul