A big THANKS to Red for sure… Can someone give this bloke a “Crunch” or what!!!
He has earned it!!
Thanks guys!
I’m just as interested in this kit being badass as the next guy. Who doesn’t want to have the option of the guys rambling over the radio? I think that would be such an awesome touch! I have to say, if this wasn’t on youtube there would have been no way I could have done this. I would have hated to play through the game and hear some radio chatter and not hear or remember all of what they said, then restart the level to listen again and again. That would have been insane! This took long enough but doing it that way would have made it impossible.
Spongeface, if there’s a miracle of extra space after GB1 and TVG radio chatter is installed I want you to know that all the red text radio chatter even though it mentions the rookie or plot elements, some sentences can stand strong as an individual line or quote. But that’s only if you have spare space after all of this lol. :lol:
I’m going to chuck in my 2 cents that although it was fun to have and play the ghostbusters game…seeing the quotes from the game written out like that…They really don’t hold up to the lines from the 2 movies…
Many of the stronger moments aren’t in radio chatter.
You could easily make the mt500 kit a “best quotes from franchise device” but the overall concensus (mine included) would like the radio to appear to be a functioning radio recieving transmissions from the guys.
I could see most of the video above being turned into radio chatter too though. Up to before Egon opens the elevator. :lol:
Wow, Thanks for that awesome list Red!! :crunch:
I have most of the software for the sound module wrapped up - but am just testing it with short recordings of numbers so I can make sure the selection and playback of sounds works as desired.
So far I have completed:
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- Volume selection - just change the volume adjust pot and Egon asks “Did you hear that?” at the selected level
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Delay selection - Ray announces the number of minutes ( 1 to 8 ) of delay between playback samples
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Next sample plays when the talk button is quickly pressed and released (held less than 1 second)
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Hold the button for 1 to 3 seconds and sample #1 will play, Hold it for 3 or more seconds and sample #2 will play
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Sequential order playback (timer or talk button press)
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Random order playback (timer ot talk button press)
This is really a psuedo-random ordering, but the randomizer seed is determined by your first button press
Most of the work now will be finding and converting the sounds to the desired format and then organizing them to go into the sound module. I made sure the software is easy to configure so I can fairly easily offer a few different options for what goes into the sound modules without too much extra effort.
If there is an exchange or two you want to sound like radio chatter, I have a filter setting that works very well, and could make it sound like radio chatter…
Great! Cant wait till its done.
Sent from my SCH-I500 using Ghostbusters Fans on Android
Hello Skully (and others),
Could you find some quotes and show me exactly what you would want the sequence to be (including when/where you get to interact)?
I have a special trap for playing sound files when you hold the talk key for 3 or more seconds so could put a single specific “script” version of whatever in there that you can always get easy access to. Play a sample, then wait for your response, then play another sample, etc. After it finishes, it goes back to where it left off before you pressed and held the talk button.
This sounds incredible.
I appreciate that you like the game Red…but that particular scene in the game is way over played and not very funny compared to other parts of the game..It just seemed (to me) very forced humor from bill murray. in fact there is a lot of forced Murray right through the game…
I liked the game alot however i’m just saying that it would be good to have a setting where you could choose to not listen to the audio from the game. As I would appreciate a few sounds from the game but ultimately I really would be cycling through the main movie quotes way more.
to cater for everyone..it make sense to me if there were options to click between each subset as well as one that includes them all… that way if there are people that don’t enjoy the games quotes quite as much as other people they have the ability to not listen to them…
It would also be great if the movie and game dialog that’s not radio chatter to be disguised as if it were radio chatter. It’s very simple to do in most audio editing software. Most have a patch that can filter the audio in such a way. This may have already been proposed, so I apologize if it has.
Also, what is the source for the sounds from the video game? Are they simply being yanked while playing the game or has the game been tapped for the raw audio? It would be cool to not hear background music, sound effects, etc. Because usually when I can hear a song playing in the background, it always ruins the effect for me.
Could you find some quotes and show me exactly what you would want the sequence to be (including when/where you get to interact)?
Alright lets see. Non-radio chatter quotes.
Some of my picks…
I like this one, but I couldn’t tell you when it is:
**Winston: Take it to the bridge!
Ray: Did Winston just say “take it to the bridge”? What are you guys doing down there?!**
First level after the Sedgwick:
**Ray: Ghosts and gargoyles! That’s the game we use to play back in college days!
Peter: Ray, is there any geek game you didn’t play?**
After you rescue Egon where all that slime is coming from:
**Egon: “Did you find Peter?”
Winston: “Well…you know…”
Egon: “Did you look for him?”
Winston: “Well…you know…”**
Ending:
Spengler: We eat gods for breakfast!
then…
**Ray: We eat gods for breakfast?
Egon: Too much?
Ray: No I liked it.**
I don’t know when this is but it’s great:
Egon: “These readings are off the charts… Now I’ll have to make new charts…”
After Peter gets slimed at the Sedgewick:
Peter: Gaaah! Funktified again!
After knocking Stay Puft off the building:
**Peter: Hey Ray? Say three guys the size of your finger knocked you off the side of a thirty story building and you had
to climb all the way back up to tear 'em apart. How mad would you be at those three little dinky types?
Ray: I’d go with mighty ■■■■■■!**
Sedgewick:
**Ray: Egon, come in I think we’re stuck in the elevator. We need some HELP.
Peter: Think we’re stuck? Well let’s see. Think we’re stuck… Think we’re stuck… Think we’re stuck… Ray you guys good with officially stuck in the elevator? Show of hands?**
Oh and…
From GB1, after library scene:
Peter: You.. You’ve earned it.
It would also be great if the movie and game dialog that’s not radio chatter to be disguised as if it were radio chatter. It’s very simple to do in most audio editing software. Most have a patch that can filter the audio in such a way. This may have already been proposed, so I apologize if it has.
Also, what is the source for the sounds from the video game? Are they simply being yanked while playing the game or has the game been tapped for the raw audio? It would be cool to not hear background music, sound effects, etc. Because usually when I can hear a song playing in the background, it always ruins the effect for me.
It is hard to tell if just making it sound like it is coming through a radio (something like a highpass filter) will be better or worse - it may depend on the actual quote. I’ll play around with that when I get down to some sets of sounds that will fit in the sound module.
The video game dialog comes directly from the game disk files - no sound capture or recording needed.
A slight click or very low beep followed by a mili second of static before the quote. And a slight barely noticeable static back track edited in could work . But consider this ,what makes a walkie Talkie sound like a walkie talkie .Its the fact that you have a tiny cheap under powered speaker playing in a thin uninsulated plastic box . Its a recipe for really bad harmonics. So in that train of thought I would just try playing them back unedited and let poor design of the unit due the rest.
A slight click or very low beep followed by a mili second of static before the quote. And a slight barely noticeable static back track edited in could work . But consider this ,what makes a walkie Talkie sound like a walkie talkie .Its the fact that you have a tiny cheap under powered speaker playing in a thin uninsulated plastic box . Its a recipe for really bad harmonics. So in that train of thought I would just try playing them back unedited and let poor design of the unit due the rest.
Here’s some radio sfx:
The brief static after the first question it usable here too:
The “hang up” sound at the end of this video is good too:
Radio feedback:
Mix it up, Spongeface! Some chatter can have white noise, some can have brief static before or after a quote, and some could have a hang up sound. But they don’t need all three. Make it vary if possible and go with what sounds right. ![]()
I am slowly making progress. Here is a list of what will (probably) be included from the game dialog in the Radio Chatter section of the sound module:
Egon: You guys need to get down here immediately. Our live-in science experiment is tearing apart the lobby and is not alone.
Ray: More ghosts? But we gave this hotel a clean bill of health five years ago!
Egon: New people die every day.
Egon: Be careful Peter. Remember the Ellis Island incidence?
Ray: Hey, is there a bathtub overflowing up there?
Egon: More specifically a seven thousand cubic meter bathtub filled with protonically charged sea water… and um sea cucumbers?
Winston: Uh guys, I’m right outside and so is something else!
Egon: Winston what do you see out there?
Winston: It’s big, it’s clean and soft and white and you all aren’t going to like it
Ray: Venkman come in please. It’s pandemonium up here.
Ray: You are required at this site now!
Peter: So happy to be in demand, but these sugarballs have me nailed down. I can’t get past them. They are disgusting and they are unhealthy.
Ray: Ah, did I mention there is a spectacularly beautiful lady in distress?
Peter: I’ll be right there!
Egon: He knows you are there Ray, I don’t think he likes it.
Egon: Ahhh, I’ve got to see this! I knew I should have gone with you, Ray send me a scan.
Ray: On it.
Egon: I don’t mean to alarm you but we have lost sight of Staypuft
Egon: Ray, Peter, we’re in position. The trap is set. We’re prepared to capture Staypuft.
Egon: Ray, watch out, I think there is something coming your way.
Ray: Well I wouldn’t worry too much… Aaaaahhhhhhhhhh!
Ray: Egon, did you get 'em?
Egon: I got one, but the rest slipped past me down the stairwell.
Ray: Peter, come in. You ok?
Peter: Ray, Aahhhhh I, oh God…
Ray: Uh Oh! Man down, we’ve got a man down, Go Go Go!
Ray: Where are you? We went back down to the 12th floor and couldn’t find anything.
Winston: I don’t think any self respecting destructor form would live with his mother, do you?
Ray: All right there sunshine?
Ray: Stay alert. Keep your PKE meter up.
Ray: Hey! Ugly just shot around that corner!
Egon: Winston, check upstairs to see if the phantom doubled back.
Winston: Roger.
Ray: OK, so much for stick together. New plan is fan out!
Egon: Flexible approach, Ray.
Ray: There are two hostile spirits roaming around in here.
Egon: Yes, two that we know about.
Egon: Temperatures dropping. Event imminent. Brace yourselves.
Winston: OK guys, it’s dead up hear … the good kind I mean … you all cool?
Egon: We may need to get back to you on that.
Ray: The natives are restless.
Egon: Well, they are certainly aware of our presence.
Egon: This dimension is extremely volatile. It seems to be tearing itself apart.
Ray: We need to get out of here!
Winston: Guys! Where are you guys?
Egon: Something very strong and very angry is here.
Ray: Uh Oh. I’ve got bogies. Heads up boys, wherever you are.
Winston: Ray, stay away from any posses…
Ray: ??? Kazagorbash mazshhaclum Froggah Frogahh ???
Winston: You’re not pretty when you’re possessed, Ray. Seriously.
Ray: I’m getting heavy interference on the monitors. Are you guys in trouble?
Egon: Ray, come in. Are you there?
Ray: Egon - What happened? We lost you for a minute there.
Egon: We had a close contact.
Egon: I think I hear you guys. Yes, that sounds like my equipment. You are getting close.
Ray: Wow! Look at the storm system.
Egon: Remember the last time we saw that kind of atmospheric disturbance?
Winston: That’s right! At Dana Barret’s building the night she turned into a dog.
Ray: Boss are you all right? Hows that gate coming?
Winston: Hey. Have we ever tested proton packs in the rain?
Egon: My Ghostbuster’s sense is tingling!
Ray: Anyone remember to feed Slimer?
Ray: Venkman. You’ve got to distract them!
Peter: OK, I’ll take one for the team.
Egon: Can you hold the Staypuft there for a few minutes?
Ray: If by “few” you mean less then one, then sure, we could do that.
These sound files have all been converted and loaded into a sound module, but I am still working on some code updates for easier testing and a fun “interactive” script for you with all four of the guys with dialog not included in the above listing…
Wow! These sound like they are going to turn out great. I can’t wait to see/hear the prototype.
I’m really liking where this is going, it’ll add a whole new level of awesome to a GB costume. Put me down for one please!
That radio sound effect at the end of every phrase is very annoying
I liked it. I think it’d be better with a little more radio noise when the clip starts and if the clips were spaced out a little bit more though.