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STALKER sound project

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  18:33:39  25 October 2007
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westclox-127
(Novice)
 
On forum: 08/13/2007
Messages: 42

---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).
  14:22:20  25 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
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.
---END QUOTATION---



Well, i've done some testing now, and with the standard equipment sound i
made, it sounds great! Now i'll have to test how the diffrent npc type sounds might work. I checked the m_stalker.ltx and found that the sound path is states>breath>breath_1 for running in danger. And the individual npc's like bandits, newbies, etc all have a separate folder for states, so i think it's possible to have separate sounds for each npc.
  14:11:31  25 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
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.
  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
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.
  22:49:10  24 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/24/2007 23:33:31
Messages: 2131

---QUOTATION---
Yeah, I was thinking of simple patching up, just to correct the annoyances.

My suggestion remains: get the Redux weapon sounds, which are excellent replacements anyway, and work on top of them. That if the authors authorize the alteration and distribution of part of their work, of course.
---END QUOTATION---



Ok,i'll look into that.

Edit:
Well,i tested with changing the breath sound of npc's to equipment clatter, and it works perfectly! Breath_1 is linked when npc's run in combat/danger situations and breath_2 is linked to when they search enemy. Funny thing is that the vanilla sounds nearly match teir movement,so if i tweak the new sound to have same tempo as the vanilla breath sounds,then it will match perfectly with the animations. Now,just to make a fitting sound. Maybe i should also, when reworking the npc footsteps, add a subtle clutter sound to them ...

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.

And i tested a bit tweaking the anomaly sounds. Changed the Springboard rumble to a omnious low frequency hum. Not so obvious, and kinda spooky. Especially if you're playing with invisible anomalies!
  22:47:58  24 October 2007
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westclox-127
(Novice)
 
On forum: 08/13/2007
Messages: 42

---QUOTATION---

I might check the vanilla weapon sounds too, but i'll probably keep from making new weapon sounds, since there is already alot of sound replacements.
---END QUOTATION---



Yeah, I was thinking of simple patching up, just to correct the annoyances.

My suggestion remains: get the Redux weapon sounds, which are excellent replacements anyway, and work on top of them. That if the authors authorize the alteration and distribution of part of their work, of course.
  21:36:46  24 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
10/24/2007 21:38:27
Messages: 2131

---QUOTATION---

Do you think it's possible to replace the heavy breathing sound NPCs make when running by something more believable, like the Combine infantry walking sounds in HL2?

With all the stock they are carrying, they should make more noises when sprinting, at least more than just an exagerately loud breathing sound.
---END QUOTATION---



Actually hadn't thought of that, great idea! Use the breathing,as it's triggered when npc's are moving in combat/danger,but replace it with foley sound "clutter".
I'll start working on that!

I might check the vanilla weapon sounds too, but i'll probably keep from making new weapon sounds, since there is already alot of sound replacements.
  21:20:13  24 October 2007
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johnnythewolf
Senior Resident
 

 
On forum: 04/30/2007
 

Message edited by:
johnnythewolf
10/24/2007 21:21:35
Messages: 707

---QUOTATION---
Cool. If it's about sound (effects and music) I could help out, not with the programming/modding though. Too bad I ain't got much time to spare to go into it. I'll download your mod and check it out. I'm curious what you cooked up!

Cool,i'll keep that in mind. Still haven't quite decided what to do next. I'm thinking of maybe reworking some of the mutant sounds...
---END QUOTATION---



Do you think it's possible to replace the heavy breathing sound NPCs make when running by something more believable, like the Combine infantry walking sounds in HL2?

With all the stock they are carrying, they should make more noises when sprinting, at least more than just an exagerately loud breathing sound.
  21:12:02  24 October 2007
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westclox-127
(Novice)
 
On forum: 08/13/2007
 

Message edited by:
westclox-127
10/24/2007 21:15:18
Messages: 42

---QUOTATION---
Cool. If it's about sound (effects and music) I could help out, not with the programming/modding though. Too bad I ain't got much time to spare to go into it. I'll download your mod and check it out. I'm curious what you cooked up!

Cool,i'll keep that in mind. Still haven't quite decided what to do next. I'm thinking of maybe reworking some of the mutant sounds...
---END QUOTATION---



How about fixing the weapon sounds? I'm not sure if this is actually a general issue (could be related exclusively to something in my computer setup), but several weapons seem to be accompanied by incomplete and/or desynchronized sounds. The AS Val, for instance, doesn't generate any sound during a part of its animation that regards the manipulation of one of the gun's mechanisms.

I tried the Redux 1.02 sounds, but those show the same issues. Maybe you could work on top of Redux?

Anyway, great job so far. I listened to the sounds in your package and it shows a lot of potential as a rework of S.T.A.L.K.E.R.'s audio assets. The game does need a lot of fixing in that area.
  20:18:03  24 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Cool. If it's about sound (effects and music) I could help out, not with the programming/modding though. Too bad I ain't got much time to spare to go into it. I'll download your mod and check it out. I'm curious what you cooked up!
---END QUOTATION---



Cool,i'll keep that in mind. Still haven't quite decided what to do next. I'm thinking of maybe reworking some of the mutant sounds...
 
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