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STALKER sound project

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  18:29:37  5 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
08/05/2011 18:30:44
Messages: 2131

---QUOTATION---
If CoP already has properly commented audio, then it's just a matter of replacing equivalent sounds in SoC.

Or do you wan't to replace sounds with new ones as well?
---END QUOTATION---



No, Cop DID NOT have properly commented sounds. What I meant was, that I did some testing in CoP WITH Sound overhaul 2.0 sounds.

So yes, my main goal is to improve the gun sounds. Firing, synced reload sounds, draw/holster etc.

IMO, as an audiophile, the vanilla gun sounds are, how should I put this mildly, just crap.
  15:45:50  5 August 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
If CoP already has properly commented audio, then it's just a matter of replacing equivalent sounds in SoC.

Or do you wan't to replace sounds with new ones as well?
  14:45:46  5 August 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Hey, man - a long time ago in a mod far-far away I had started working with some of the NPC sounds as well . . . you're welcome to use them if you'd like, but I don't think I had gotten as far as the death, hit sounds and such . . . come to think of it, any material I've already put out you're more than welcome to if it helps . . .

. . . at some point I'd like to get back to SoC as well. I don't intend to meddle with anything aside from ambient anymore - although I do have a keen idea if I ever get around to starting on it, but it'll take some extensive time . . . need to decompile the vanilla levels
  14:05:01  5 August 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---

But the real "trick" here will be the death sounds. Now, even when shooting from afar and using a silent weapon, the enemy npc's will be alerted to your presence, when an npc is hit AND either makes a "being hit" sound or "death moan". With lower detection values for the death sound, if an npc is stealthily shot from afar, chances are that nearby npc's won't hear him.
---END QUOTATION---



True and i am looking forward to what you have got, if you want a beta tester, im just here
  09:09:49  5 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---


True, if you make the silenced sound commented, and put behind the line, for example:

snd_shoot = weapons\silshot\45acp, 0.33

you will find that even when uncommented (i tested) the NPC's will not see, or hear the direction the shot is coming from

thought it might help you, as i have it already in my mod
---END QUOTATION---



Yes, this method will work for too, but with a properly commented silenced sounds, it won't be necessary. Also, it will physically decrease the actual ingame volume of that sound (not only will the sound be quieter to the NPC's, it will overall be barely audible.)

When the sound distances and AI detection values are properly set within the SDK, the sound can be played with it's initial volume, but still have lower detection volume (for example: an silenced pistol shot will have a normal level thump and a slide click, but an NPC 20 meters away will barely hear it.)

This too has already been implemented in SOUND OVERHAUL 2.0 (previously also in SO for CS and CoP).
But the real "trick" here will be the death sounds. Now, even when shooting from afar and using a silent weapon, the enemy npc's will be alerted to your presence, when an npc is hit AND either makes a "being hit" sound or "death moan". With lower detection values for the death sound, if an npc is stealthily shot from afar, chances are that nearby npc's won't hear him.
  00:59:21  5 August 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
By making the "dying npc's" make less noise, should in turn make the nearby npc's more "oblivious" to one of their group being killed, hence improving stealthy kills. This in conjunction with silenced weapons being properly commented SHOULD make sneaking around and doing stealth kills more easier. ( I actually witnessed this approach working in CoP, I could easily snipe one npc from a group from a distance without the other npc's being alerted by it, still have to test this in SoC...)

---END QUOTATION---



True, if you make the silenced sound commented, and put behind the line, for example:

snd_shoot = weapons\silshot\45acp, 0.33

you will find that even when uncommented (i tested) the NPC's will not see, or hear the direction the shot is coming from

thought it might help you, as i have it already in my mod
  00:45:04  5 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
08/05/2011 0:49:22
Messages: 2131
W.I.P news:

Ok, Stalker SoC Sound overhaul 2.0 in on it's way!

I somehow always find my way back to SoC, so I decided to get back on this. Lots of new ideas and a lot of new stuff learned while working on CS and CoP.

Anyway, porting of new weapon sounds is coming along nicely, but I have also an ambitious new idea, that I'll incorporate to 2.0.
Though it WILL take some time, I've decided to go ahead and re-comment some of the npc sounds.

First stage is to re-comment all the NPC death/hurt/being hit sounds, which in theory should improve stealth a bit.
By making the "dying npc's" make less noise, should in turn make the nearby npc's more "oblivious" to one of their group being killed, hence improving stealthy kills. This in conjunction with silenced weapons being properly commented SHOULD make sneaking around and doing stealth kills more easier. ( I actually witnessed this approach working in CoP, I could easily snipe one npc from a group from a distance without the other npc's being alerted by it, still have to test this in SoC...)

Also, I'll re-comment all the bullet flyby/impact/body hit sounds, so they too make less noise.

Though I'll have to do some extensive testing on these newly commented sounds, I am pretty confident, that there will be a significant difference in how the stealth aspect of the game will play out.

Anyway, back to work.
I'll post updates, when I have something new to tell.

LATER!
  01:37:24  27 August 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
If it's any help, some things I've noticed through my various testings/tweakings/etc. (even though you've probably already noticed a lot of this yourself) - not only do NPCs hear, but they also react to both the declared type and base volume level.

It seems the engine will readily change the sound's volume based on distance, direction, and whether or not there's other sounds being played nearby, and how loud they are. i.e. world ambient is almost completely drowned out by "weapon firing" and "object exploding."

It's as if the engine prioritizes the different sound types, and lowers the volume for lower priority sounds. As far as I can tell, for AI detection, it takes the sound's base volume level, adjusts it (actor footsteps are a great way to notice this affect: walking via holding shift plays the sound at base volume; jogging is slightly louder; when crouching, the volume of the sound is reduced; when low-crouching it's reduced even more; when the actor is sprinting, it's increased to it's highest level) based on what's going on and what other sounds are currently playing (whether they would "drown out" the sound in question) and determines a "final" volume level the sound will be played at. Then it compares the sound to the MAX AI comment, and if AI are within that distance, it compares the "final" volume level to the sound_percieve level set in stalker.ltx (or whatever .ltx governs the specific AI in question). If it's above the set value, the AI will "hear" the sound and react . . . if it's below, the AI will ignore it.

Regarding NPC behaviour, though, how they react to sounds seems to play heavily upon the sound's type - explosions seem to be more apt to set them into a panic mode more-so than weapon fire. Weapon firing seems to take their attention more-so than NPC step (if the footsteps are originating from an enemy).

Anyhow - I'm not 100% definite on any of this . . . it's mearly what I've deduced based on the game's behaviour. If anything has been useful, then it's served it's purpose.
  17:47:53  26 August 2010
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
08/26/2010 17:56:02
Messages: 2131
One way I came up how to test thesounds properly would be to completely remove the npc's ability to see the player, so they would only react to sounds given out by the player. And only after that they'd "see" the player. Hmm, I'll have to do some experimenting with that. So far I've learned that the ingame sound meter is completely useless, since it only registers sound levels of sounds as the PLAYER would hear them. One good way of testing the physical sound levels is to use the 3rd person view. I still wonder that does the ai even "hear" sounds, or do they only react to being hit with a weapon.

EDIT: Come to think of it, sure they DO hear! Even in vanilla, if you manage to sneak upon an npc and switch your weapon, they instantly spot you. Ok, this happens due bad sound commenting, but it also proves that they DO hear, since there isn't anything else alerting the npc to your presence than the sound you make.
  16:50:07  26 August 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
If you can do that, you can have free drinks at 100Rads for a year . Jokes appart, that is the most need thing right now.

An improvement in the AI sound perception, maybe will do some good in this f..ed GSC world of color-blinded entities. I hope you can coordinate with {imp} about the engine coeficients governing AI's hearing.

 
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