We could lock the word game (...).
Currently all uploads from users get consolidated by user name on the moderation screen.
Lets assume user Alfred uploads 1 sound on 1st July and 99 sounds on the 3rd July and user Bertrand uploads 1 sound on the 2nd of July.
If a Moderator looks at the queue on the 4th July, he will see 100 sounds from Alfred ahead of the single sound from Bertrand.
Obviously it is convenient to cluster sounds by the same user for moderation, but would it make sense for the clustering to be weekly, or even daily?
With daily clustering, the queue would look like: 1sound from Alfred, 1 sound from Bertrand, 99 sounds from Alfred. - so it is likely that this would speed up the moderation of Bertrand's sound and be closer to the actual chronological order of sound uploads.
I still feel, though, that the issue here is that the sounds from whitelisted users skip the moderation altogether and become available immediately. Because they are not subject to that delay, they are more likely to figure in the 'recent additions'/'latest sounds' and then on the 'most downloaded sounds' of the week.
User Caderesound was kind enough to share an excellent piece of music. We're working on infusing it with the trailer...
He's been avid, kind and above all competent enough to adapt his own material to the needs of our (processing) project. If you're interested in or need help to build something with a body of sound send him a message.
And thank you for tipping me off to the above-mentioned sites. Didn't find what I was looking for there though. Freesound seem to be a source of diversity. Impressed!
4135 - Lightning
I uploaded an old recording of One armed bandit from the 1970s on Freesound (described in Finnish but also English title and tags exist).
I noticed there are handbrake sounds already on Freesound, but I uploaded a few more from the past decades. Same remark as above about the languages. (Handbrake is "käsijarru" in Finnish).
Hope you can use them.
Merja / Yle Archives
I had the same thought AlienXXX a while ago, and the majority of my post count has come from that thread, for which I feel slight dishonour.
However, I don't think what you suggest would be the right thing to do. It seems a bit drastic. Apart from the game, there is not much regular activity in that sub forum, so It doesn't really make sense to negate any accrued post count.
We could lock the word game thread if you feel like it's cheating.
4134 - thunder
What do you mean? not sure I understand
Could we consolidate sounds in weekly buckets? - rather than going with a randomized option?
4133 - chunder
Multiple sounds by the same users are already consolidated in the list of most recent sounds.
I think I'm starting to like more the idea of "randomising" this section in a way that we randomly chose X users from the Y users that got at least one moderated sound during the last Z days, and then change this "randomisation" every few hours.
What do you think? I kind of dislike the idea that the front page have "random" sections (besides the random sound of the day), but maybe that would be the most fair option.
we could do that but I think off topic is also part of Freesound and it gives "life" to the site so I think it is totally fine to count this posts
4132 - ipecac
Hey man, I can help you, let me a description and I could be make your sound
You might try pitch shifting or time stretching/compressing washing machine knob and switch sounds. You could also record a hand-brake and apply the same treatment.
Hope this helps.
4131 - Epidemic
Corrected counter after the deleted posts. (again)
4134 - outbreak
Definitely not the first person you'd expect this sound to come from, definitely maybe the person you'd expect to mangle it... if not Timbre.
Never mind the b*******, here's ZAGI2!
I'm afraid I can't remember the whereabouts of any tutorials off the top of my head, but hopefully I can be of some help.
When you talk about layering sounds, do you mean microscopically as it were, i.e. to create a spot effect for example, or do you mean macroscopically to create a scene. this consideration, coupled with the particular effect you are going for, will influence the techniques to use when layering sounds.
When layering sounds, it's important to consider contrast and timing as well as the frequency spectrum. Explosions can be made to sound more powerful when they are layered, especially when you stagger their start times. Done right, this can really fatten the sound.
Let's say you have an explosion that starts with a sharp cracking report, but it doesn't have the rumbling trail-off you want, neither does it have sufficient flare - that harsh, sand-apery sound that can give grit and muscle.
Start with the crack, then bring in another element with more of a rumbling trail-off, perhaps with a short fade-in at the front, both to avoid having two attacks, and also to control your levels.
Mix in a third element with the desired flare, perhaps filtered to remove the rumble that you have already catered for, a little falling debris, all staggered to give the size and impact you want, and you have your explosion.
Using EQ to make sure that each sound has its own space is crucial as you've already mentioned. With the rumbling element of the explosion described above, there's not really any need for much high-end, being as that will hopefully be taken care of with your other two elements. Not filtering it out where its not needed can result in all kinds of issues such as phase problems and a muddy sound.
Say you wanted to create the sound for a lightning bolt spell. You could just have the sound of the strike, or you could include some kind of a build-up sound to signify the gathering of power before release, perhaps with some electrical sparks included in the trail-off to emphasise the searing quality of the energies involved and to give a sense of how they discipate. This is where the contrast between loud and soft in the right place really makes a sound greater than the sum of its parts.
Ptich changing a sound and layering it with itself can also work, particularly for creating other-worldly beds of distant moaning voices etc. Pitch shifting anything down makes it sound larger at the expense of the high-end. So, for example, if you pitch shifted a door slam down to make it sound more impressive, you could layer it with high frequency clicks to preserve the realism of the sound.
Hope this makes sense and helps