I have searched all around the internet for confirmation and I feel like I'm either wrong or have stumbled upon something not noticed before, so I turn now to you, my Reddit-brethren. I just finished Dark Souls 2 last night and loved it, so today I sat down to play Dark Souls 1 for the first time and I noticed something at the end of the tutorial level after beating the Asylum Demon. In the cutscene when you're lifted up by the raven and carried off to the actual game the sound the raven makes is as far as I can tell lifted directly from the "get off the road, quick!" scene from The Fellowship of the Ring, when the black riders are approaching and the camera makes that weird dollyzoom-effect (or whatever it's called). Can someone please confirm this is actually the case and if I am just really late to the party with this little fun fact due to only having started playing the games now so many years after their initial release?

My sense was that, on FOTR, everyone was a little on-edge, and even in a good way. No film had been released yet. No one knew how it would turn out in the end, or if all the pieces of the puzzle would fit together. But once FOTR was released and we could look back on it, there was some relief that the milestone had been reached. We solved a lot of the major sound issues on the first film. We could re-use a certain amount of sounds in the other two, but the major accomplishment was just that we had solved the problems. That gave us and the filmmakers confidence that we could do it again on the next two.


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DS: I know the amount of recording needed for these films was huge! What kind of usual and unusual sounds did you record for the films? Did all of the recording session happen in New Zealand, was there anything you needed to recorded off island?

DS: You also talked about the challenges of creating sound for the Orcs, being a more humanoid monster. Could you tell us how was your approaches doing orcs and all the humanoid creatures?

DS: How did you established an order or specific palette of sounds for each race of creatures? How extensive did the library of vocal sounds (breath, screams, different vocalizations, etc) have to be to accommodate the amount of beasties in the films?

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As it turns out, that screech had a simple explanation. According to an article in the BBC, the foley artists who created it simply rubbed two plastic party cups together to create the base sound before adding a few effects to complete the impression. The sound was simultaneously alien and organic, and it was accomplished using objects available for pennies at any grocery store.

I recently bought a Jungle Lord. Everything was working fine but then I started hearing a loud static noise. The static only occurs on the speech side of the game and is somewhat random. The normal game sounds are fine. I cleaned and reseated all removable chips on both sound boards and reflowed solder on the entire speech board. After that, everything was working fine for a couple hours but then the same static issue returned. Another strange thing that happened during a game, I did a slap save and the synthesized sounds switched to the beeps and boops.

I ended up purchasing a new speech board from PinballPCB since it came with a ribbon cable. After installing it, the static is gone but the speech is not correct. The game plays normal game sounds where there should be speech.

When the sound board tries to detect the speech board, all it does is check for the existence of the ROM at IC6 on the speech board. If you have a logic probe, then try checking for pulses to all the address/data/select pins on that ROM when you playback speech events.

New development. So now when I push the sound test button I get game sounds and the speech. But when I start a game there is still no speech. The speech areas are still replaced with normal game sounds.

He speaks! I messed around with the dip switch settings and found that it works correctly when I have switch 1 set to OPEN and switch 2 set in the other direction.

We'll see if it lasts or if I have a sound board problem as well.

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The rest of the controls, Volume, Tone and Sustain are pretty straight-forward and do what you expect them to do. The volume knob controls the volume of the effect, the sustain control controls the gain, and the tone control is the classic big muff tone control that increases the low frequencies when you turn in counter-clockwise and increases the treble response when you turn it clockwise.

A new chapter in the Darklands Saga begins with this aggressive work for young ensembles that includes exciting rhythms, bombastic percussion, optional sound FX, and additional teaching materials, such as full ensemble chromatic exercises and a short story. Careful attention to range and scoring make this an outstanding selection for your developing performers.

A twisted monster. A financial genius. An underhanded and decidedly evil megalomaniac. A corpse in an upstairs room. A creepy old crook who won't let death get in his way. A silent figure of horrible menace. The owner of a number of companies, including Lord Grimley's Manor, which manufactures and sells high quality Halloween masks, props, DVD and assorted paraphernalia.


All of these things describe Lord Grimley. He is our leader, our mascot, our tyrannical overlord, our shriveled, evil, little black soul.


He's our boss, if nothing else, and we fear him like we fear few other things on earth.


Lord Grimley's Manor is overseen by the just-as-ancient figure who just goes by the name \"The Gravedigger\" mainly because, he says, that's what his job is, (or was, since he hasn't done it as a profession, apparently, since the late 18th century when the \"Resurrection\" trade bubble went bust). The Gravedigger effectively runs the place since he's the only one with the guts to march upstairs and talk to the owner.


Between the two of them the Manor can offer you pretty much anything you might want. There are few things the talented minions can't create, (failing that, there's even fewer things they can't steal and re-sell elsewhere\u2026 keep that under your hat though, ok?).


The minions, by the way, are the scores of monsters, people, gremlins, muppets, and imaginary creepy-crawlies that infest / work in the Manor. They come in every shape and size and range from harmless cute fuzzy things to bloodthirsty werewolves and conjured demons. It makes for a very interesting Annual Company Picnic. ff782bc1db

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