11:42:50 25 October 2007 |
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Darius6
The sound guy... (Resident)
 On forum: 04/05/2007
 Message edited by: Darius6 10/25/2007 12:36:10
Messages: 2131
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Update: Replacing those npc breath sounds with equipment clatter works like a dream! I have the sound done, now it's time for a bit of testing. And, i found new possibilities! Well, the breath sounds have files for diffrent npc's like bandits, newbies, military, etc. but all use the same sound by default. What i came up with is, that i could make diffrent sounds for diffrent npc's, for example a bandit could have sound of a leather jacket and a backpack, military could have the sound of a vest and other equipment rattling around etc. Man, there are so many possibilities. Now to just make the sounds. 
STALKER random humor...
http://www.youtube.com/watch?v=3BjWzke4SSo
Current rig:
Intel i7 4790k @ 4.7Ghz
Asus Z97-AR Black Edition Mobo
16Gb DDR3
Asus strix 1070GTX
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14:11:31 25 October 2007 |
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NatVac
Senior Resident
On forum: 06/15/2007
Messages: 4297
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Wow, this sounds like a great idea. The vanilla game's breathing is a bit too much, even to the point of destroying the immersion. The equipment sounds would be a much more realistic thing here. |
18:33:39 25 October 2007 |
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westclox-127
(Novice) On forum: 08/13/2007
Messages: 42
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---QUOTATION---
And for the weapons, i checked, for example, the Val uses just genric draw sound. It's possible to make specific sound for every weapon, but then it requires modifying the weapon's ltx-file. So, with other mods that tweak various weapons, some merging is required. ---END QUOTATION---
Well, I did a bit of experimentation myself and arrived at good results. Got the Redux weapon sounds, compared their config-weapons files with the original ones and found out that some of the replacement sound files had to be referred to in the ltx. Also found the source of the evident desynchronization between sound and animation for some of the weapons. See below:
snd_reload = weaponsval_reload, 0.7, 0.5
This is the line that indicates the sound file to be played during the AS Val reload animation. The first number after "val_reload" is for the loudness of the sound as perceived by npcs. The second number is the one of interest, and determines the delay (in seconds) for playing the sound that accompanies the animation. You can tweak the delay to synchronize the sound with the animation. So, for the AS Val, I changed the above to
snd_reload = weaponsval_reload, 0.7, 0.88
And the results are very acceptable. I've corrected the synchronization for a few weapons already (LR300, VSS Vintorez, etcetera). Now it's a question of experimenting each weapon to see which ones need fixing. The SVD reload sound I had to exclude from the package, since it appears to broken (too fast for the animation). |
19:30:35 25 October 2007 |
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Darius6
The sound guy... (Resident)
 On forum: 04/05/2007
 Message edited by: Darius6 10/25/2007 23:11:34
Messages: 2131
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Nice find! I knew of the volume numers, but this delay thing is new to me.
I also found a weird thing in vanilla game: AK74 has the sound of pulling the bolt in it's draw sound, but has no animation for it! So that needs to be fixed.
Still waiting for a reply, if i can use the Redux sounds.
EDIT: I'm currently making the equipment sounds. I think i've got the right ones for bandits and newbies/stalkers. Man, this would be much easier, if i had a microphone.
EDIT 2: Wow, what a change in atmosphere, when i changed a couple of anomaly sounds! Those are the one thing that have been the same all the time i've played this game. Now,
with new sounds, the anomalies are somehow creepy again, cause they don't sound familiar anymore. I've redone the springboard and whirligig. Might do the latter one again though, sounds too much like the default one. But the new springboard sound is great.
Might post an update with new stuff on the weekend.
STALKER random humor...
http://www.youtube.com/watch?v=3BjWzke4SSo
Current rig:
Intel i7 4790k @ 4.7Ghz
Asus Z97-AR Black Edition Mobo
16Gb DDR3
Asus strix 1070GTX
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12:46:51 26 October 2007 |
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johnnythewolf
Senior Resident
On forum: 04/30/2007
 Message edited by: johnnythewolf 10/26/2007 12:47:27
Messages: 707
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That's great, but the archive folder pathfile (or whatever the name is) is wrong: it should be gamedata > sounds > anomaly/characters_voice. |
14:07:07 26 October 2007 |
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Decane
Senior Resident
On forum: 04/04/2007
Messages: 1705
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Hey Darius!
I've got a few things to say. First of all, I can still barely hear the player's footsteps. They're just simply not loud enough in comparison to the rest of the game's sounds, especially the gunshots. That said, the game certainly seems to disagree with me, have a look at the ridiculous sound levels produced by sprint footsteps:
Typical weapon sound level (for comparison's sake):
http://img89.imageshack.us/img89/3451/weaponfq9.jpg
Sprint footsteps:
http://img519.imageshack.us/img519/9196/footstepsh8.jpg
The "noise 'o meter" goes to about the same level with typical walking footsteps as when firing a gun!
Something else I'd like to say, which is more of a feature request: please add more ambient sounds. IMO S.T.A.L.K.E.R. could really use 'em. I'm currently using the ambient sounds from Siro's Sound Mod, but they're much too little to really boost up immersion. Even with EAX on and the volume relatively high, certain sounds like the wind are just so inaudible that it's almost silent mostly. I've noticed that this can be fixed by just cranking up the volume, but this just makes all sounds too loud, like gunshots, knife swings, speech, etc.
So two things:
* Perhaps louder pre-existing ambient sounds
* New ambient sounds
Just making suggestions here. This mod is pretty good as it is. Keep up the good work!
• Sky Reclamation Project v1.1.2: http://www.moddb.com/mods/srp/downloads/srp-v112
• Sky Reclamation Project v1.1.3 WIP: https://github.com/Decane/SRP
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14:58:06 26 October 2007 |
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Darius6
The sound guy... (Resident)
 On forum: 04/05/2007
Messages: 2131
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---QUOTATION---
The "noise 'o meter" goes to about the same level with typical walking footsteps as when firing a gun! ---END QUOTATION---
Hmm, i'll have to look into that. I'm currently playing with a hud without the "noise 'o meter", so i had no idea.
---QUOTATION--- Something else I'd like to say, which is more of a feature request: please add more ambient sounds. IMO S.T.A.L.K.E.R. could really use 'em. I'm currently using the ambient sounds from Siro's Sound Mod, but they're much too little to really boost up immersion. Even with EAX on and the volume relatively high, certain sounds like the wind are just so inaudible that it's almost silent mostly. I've noticed that this can be fixed by just cranking up the volume, but this just makes all sounds too loud, like gunshots, knife swings, speech, etc.
So two things:
* Perhaps louder pre-existing ambient sounds
* New ambient sounds
Just making suggestions here. This mod is pretty good as it is. Keep up the good work! ---END QUOTATION---
I'll see what i can do. I do have a couple sounds that would fit the ambience nicely.
STALKER random humor...
http://www.youtube.com/watch?v=3BjWzke4SSo
Current rig:
Intel i7 4790k @ 4.7Ghz
Asus Z97-AR Black Edition Mobo
16Gb DDR3
Asus strix 1070GTX
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