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#1

Reversal in Sound Objects

Archive: 14 posts


I would love an option to be able to reverse sound objects, so that they play backwards. There could be a Little thing next to modifier/volume that says "reversal yes/no". It could be useful for diversification of sound objects. 2010-12-02 23:05:00

Author:
Richasackboy
Posts: 619


Which sounds did you have in mind for this?
I know you mean all of them but are there any you think would work well with this?
2010-12-02 23:09:00

Author:
Jedi_1993
Posts: 1518


"Impact", "On and Off", "Retro", "Destruction", "Launchers" and "UI", to name a few. 2010-12-02 23:11:00

Author:
Richasackboy
Posts: 619


Don't forget the Fart and Burp sounds.2010-12-02 23:36:00

Author:
KILLA_TODDZILLA
Posts: 653


Well the only way you could do this right now is to somehow record the sound of you previewing these sounds with the PS Eye and then use that as a Magic Mouth.2010-12-03 01:28:00

Author:
Unknown User


Well you can control the speed of played sound (tune) with analog signal, you can send negative value but they usually make play slower then original, but some engine sounds play going backwards sound (train for example). But it's quite interesting idea2010-12-03 12:08:00

Author:
Shadowriver
Posts: 3991


Can anyone think of any practical use for this? I can't.2010-12-03 15:23:00

Author:
jalr2d2
Posts: 256


Most sound effects and recordings sound pretty bad and are useless when played in reverse, unless craftily combined with just the right other sound fx and mixed to perfection. I think you'd be surprised at how little this feature would actually come in handy. However, I think over all we would really benefit from a more advanced and controllable audio system in the game. Sound design is such a huge part of any video game. Being able to reverse sounds, add various reverbs/echoes/filters/etc., or further edit sounds would be great.

That being said, it's easier said than done. There's a good reason professionnal audio programs specifically do what they do. There's a ton of great new sounds for us to play with, and with a good set of ears and some layering almost anyone can yield half decent results with the large library we'll have access to in the full game.
2010-12-03 15:35:00

Author:
Rustbukkit
Posts: 1737


Rustbukkit it would be not that useless it would be greate for some time travel level or matrix stuff. In fact they added reversed time sound effect in Sci-Fi category ;]2010-12-03 16:16:00

Author:
Shadowriver
Posts: 3991


Sounds like a good idea...
There could be alot of uses for this
2010-12-03 17:08:00

Author:
The age of LOLZ
Posts: 229


Rustbukkit it would be not that useless it would be greate for some time travel level or matrix stuff. In fact they added reversed time sound effect in Sci-Fi category ;]

No, my point is that most recordings don't actually sound very good when simply reversed. Those reversed sound effects were craftily created by a sound effects designer/editor to sound good. They do have their moments when they are useful, and some sfx do sound pretty good reversed... but these are the exceptions to the rule in my experience. If we had the option to reverse, add filters and effects, combine, then re-output them as our own new sounds then yes... I think this would be a great addition to our tool set. Unfortunately though, the way the sequencer sits right now is very limiting. You might be right, but I'd have to go in and listen more closely to the majority of the sounds to see if this kind of feature would be worth adding if I were to continue the conversation based on anything other than general impressions and experience.
2010-12-03 17:11:00

Author:
Rustbukkit
Posts: 1737


I don't think it's a great idea to be negative about this. I actually think there are lots of sounds that (when reversed) could sound perhaps better then normal. For example, the impacts category is full of impact sounds (as its title suggests), but the selection is limited. With the reversal option, there are twice as many possibilities - gate slam, button hit, energy impact, book close, giant footstep, and many more could be edited to create a more dramatic aural experience for the player. The argument (specifically) is whether we need this or not. I read that question as: "Do we need more creative possibilities in LittleBigPlanet or not?" 2010-12-03 19:19:00

Author:
Richasackboy
Posts: 619


Well, I'm certainly not trying to be negative. I'm just trying to be realistic and speaking from my own experience as a sound effects designer/editor in the field of animation.

My point is that the sound effects we have are already tweaked with reverb and other effects/filters to make them as good as they are. We aren't given the raw files that those sounds have been mixed and created from. If you listen closely (especially to the impact sounds), you will hear distinct reverb at the end of those sfx. When played in reverse, that verb will be even more noticeable and get in the way of what you are trying to achieve with it. Trust me on this, without the raw sound files... simply reversing already professionally tweaked sounds won't yield very impressive results. These kinds of things could be hidden fairly well if mixed into a song for example, but as stand alone sfx I think they would sound fairly poor.

I think it wood be awesome if our sound tools were more advanced, but given the poor quality of voice recording alone... I doubt we will see the kinds of improvements needed to really tweak thing like this.

Again, not trying to be negative and I do agree this would be a nice added tweak for certain sounds. I'm just not completely convinced it would be put to good use very effectively without the raw sound files.
2010-12-03 21:16:00

Author:
Rustbukkit
Posts: 1737


This would prove useful to meh... I guess some sounds would be cool in reverse, like the PA announcement 2010-12-03 21:21:00

Author:
Alternative_sack
Posts: 409


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