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STALKER sound project

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  15:00:32  20 August 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
I like some of your ideas, man.

. . . and yes, NatVac's tool has been a godsend. I've only fiddled around with it some, as RL has taken a major priority the last month or so, but I realised how much time this wil shave off, too . . . aside from eliminating having to go back and save things as raw sounds, we no longer need to double check the converted files to ensure there's no conversion artifacting (y'know, those loud clicks at the beginning or end of the file).

Regarding the breathing sounds - you can alter which scheme is associated with which model in the char_desc .xmls. Where it lists the model to use for the NPC, it also lists the audio scheme to use for that NPC. While working on Frozen Sky, I started mixing up the schemes heavily so that everyone not only looked a bit more random but sounded a bit more random, too (i.e. the occasional Dutier or loner sounding like a bandit or merc, occasional bandit sounding like a Freedomer or scientist, etc.). The idea was to make it much harder for the actor to differentiate NPC's faction relation by sight and sound alone (besides, I don't think every single bandit in the zone would be happy running around with a leather trenchcoat or jacket - I'm sure some might like the sunrise suit, or a merc suit; same would hold true for memebers of other factions . . . with the exception of freedom and duty - they wouldn't wear each other's gear).

Anyhow, if you were up to it, you could go a similar route - or if you wanted, you could simply go into those .xmls and ensure that only NPC's with masks are using the muffled voice files,

Regarding the death sounds . . . I had a thought a long time ago that it might be possible to alter when and how they're played - for example, if an NPC recieved a headshot, no sound would play at all. But, that would probably require scripting to do . . . not sure, as I never got around to looking into it.
  12:49:05  20 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
08/20/2011 12:58:42
Messages: 2131

---QUOTATION---
Darius - I'd personally say do what sounds best; seeing as how you're getting into the NPC sounds, mix it up, man! Add some variety. Perhaps rookie NPCs (typically the human_01 schemes) can have just the heavy breathing, while the veterans/experts can have just equipment. Possibly consider mixing the two together as well, the breathing plus the equipment clatter. Perhaps find a good commenting mixture, too - I'd think the equipment clatter should be possibly heard further away than the heavy breathing . . . but it can get TEDIOUS going through so many sounds . . .

I'm a little fuxxy on what's what, though . . . I haven't dug into the NPC schemes since I was working on AAO:SoC ages ago . . .
---END QUOTATION---



Fortunately, I already have the clatter sounds done for different npc factions (bandits, stalkers, military, etc), so only thing to do is make the new sounds and properly comment them, the actual folder structure is already there.

Hmm, mixing the breathing in with the clatter, that could work. Though there would possibly be a few inconsistencies, like npc's wearing a gasmask having a "unmasked" breathing sounds (though it is like this already with the vanilla breath sound).

Another thing I've noticed on working with SoC weapon sounds:

Some of the vanilla weapon animations are really crappy! Like I earlier mentioned, for example the g36 doesn't have a holster animation at all (except if it's equipped with a grenade launcher, THEN it holsters "properly" ). Some of the pistol reloads could use some improvement too.
But I'm no animator, so I'll work with what I've got.

Though I have considered trying to port CoP/CS weapon models to SoC (if that would be possible, dunno, haven't tried it yet.)

Anyway, with NatVac's new sound attribute viewer & tweaker, the commenting process has been significantly faster and easier.
For example, now re-commenting the npc death sounds, I no longer have to actually convert them to wav, then re-comment in the sdk and afterwards copy the ogg's back to their folders. Now I can just take the vanilla sounds and adjust the commenting values and be done instantly.
So a huge thanks for that handy little app.

Anyway, back to work. I'll post updates again, when something new comes up.

Btw, this time I decided to actually do a S.O 2.0 comparison video, comparing the vanilla sounds to the new ones. I'll upload that, once I've done with it.

EDIT:

I actually just did a check on the vanilla npc death sounds, they have an Max AI distance of 40 meters!!! No wonder the other npc's instantly become alert when one of their group is killed!
I guess I'll significantly lower that value.
(Hmm, maybe I could do different values for different death sounds, like for example an loud yell would be heard further and a quieter sound wouldn't be so loud? Though that might make stealth kills a bit random, since there is no certainty, how loud the npc will "yell" when being hit.... )
  14:52:03  12 August 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Darius - I'd personally say do what sounds best; seeing as how you're getting into the NPC sounds, mix it up, man! Add some variety. Perhaps rookie NPCs (typically the human_01 schemes) can have just the heavy breathing, while the veterans/experts can have just equipment. Possibly consider mixing the two together as well, the breathing plus the equipment clatter. Perhaps find a good commenting mixture, too - I'd think the equipment clatter should be possibly heard further away than the heavy breathing . . . but it can get TEDIOUS going through so many sounds . . .

I'm a little fuxxy on what's what, though . . . I haven't dug into the NPC schemes since I was working on AAO:SoC ages ago . . .
  19:15:57  11 August 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Small update:

Ok, new weapon sounds are coming along nicely. Nearly all guns done. Still have to sync most of the reload sounds to fit SoC animations, but should be a breeze, since I have already synced sounds to use as reference while editing.

Also, a small oddity I came across, that I've never noticed before: The vanilla model of g36 doesn't have a holster animation at ALL!?!
I did some checking, it's been like that all the time.
Funny I haven't paid attention to it before!

Anyway, once I have the weapons done, I'll start work on the npc sounds.
I came across some unfinished, story related sound edits I did for SmP, which I guess I'll incorporate into 2.0.
For example, I've tried to replicate some effects from the Russian dialogs, like the radio log of the dead scientist at Yantar. Now you can actually hear him fending off zombies before the transmission cuts out. Also I have added gunfire sounds into the background of Seriy's distress call in Garbage.

Quick question for you all: which one would you prefer:

1. re-commenting the npc's "combat" breathing sounds to have realistic sound distances,

OR

2. Incorporate my new, improved equipment clatter sounds to replace the breathing (same idea as in S.O 1.07, but with better quality sounds)?

Let me know what you prefer.

Later!
---END QUOTATION---



Nice, really nice!

About the G36, i knew C:

And id like to have the new sounds, not the re-commented sound please ^^
  19:14:37  11 August 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
08/11/2011 19:14:54
Messages: 433

---QUOTATION---
For example, I've tried to replicate some effects from the Russian dialogs, like the radio log of the dead scientist at Yantar. Now you can actually hear him fending off zombies before the transmission cuts out. Also I have added gunfire sounds into the background of Seriy's distress call in Garbage.
---END QUOTATION---



Cool, I was planning on doing the first one myself. I'll also add the beeps to Ghost's recording.


---QUOTATION---
Quick question for you all: which one would you prefer:

1. re-commenting the npc's "combat" breathing sounds to have realistic sound distances,

OR

2. Incorporate my new, improved equipment clatter sounds to replace the breathing (same idea as in S.O 1.07, but with better quality sounds)?
---END QUOTATION---



Personally, the breathing heavily tonned down (It's WAY too deep and loud).

Maybe you could make both? Light breathing sounds mixed with equipment clatter for more realsim.
  18:58:44  11 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
08/11/2011 18:59:49
Messages: 2131
Small update:

Ok, new weapon sounds are coming along nicely. Nearly all guns done. Still have to sync most of the reload sounds to fit SoC animations, but should be a breeze, since I have already synced sounds to use as reference while editing.

Also, a small oddity I came across, that I've never noticed before: The vanilla model of g36 doesn't have a holster animation at ALL!?!
I did some checking, it's been like that all the time.
Funny I haven't paid attention to it before!

Anyway, once I have the weapons done, I'll start work on the npc sounds.
I came across some unfinished, story related sound edits I did for SmP, which I guess I'll incorporate into 2.0.
For example, I've tried to replicate some effects from the Russian dialogs, like the radio log of the dead scientist at Yantar. Now you can actually hear him fending off zombies before the transmission cuts out. Also I have added gunfire sounds into the background of Seriy's distress call in Garbage.

Quick question for you all: which one would you prefer:

1. re-commenting the npc's "combat" breathing sounds to have realistic sound distances,

OR

2. Incorporate my new, improved equipment clatter sounds to replace the breathing (same idea as in S.O 1.07, but with better quality sounds)?

Let me know what you prefer.

Later!
  20:09:16  6 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
No, Cop DID NOT have properly commented sounds.

Agreed

IMO, as an audiophile, all vanila sounds, how should I put this mildly, just crap.

Fixxxed
---END QUOTATION---



True.
  23:19:08  5 August 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
No, Cop DID NOT have properly commented sounds.
---END QUOTATION---



Agreed


---QUOTATION---
IMO, as an audiophile, all vanila sounds, how should I put this mildly, just crap.
---END QUOTATION---



Fixxxed
  20:28:24  5 August 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433
Darius, since you're versed in SoC sound editing, maybe you can answer my questions

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=20925&sec_id=16

Then I can start messing around with stuff and delete that thread.
  18:34:18  5 August 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---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?

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.
---END QUOTATION---



if you want, you can get my reload sounds? they are tactical, and some are already commented, but again, im a noob in those kinds of stuff. im good at creating new sounds, but fail at importing them into the game, here is a preview vid:

http://www.moddb.com/mods/stalker-particle-paradise/videos/sounds#imagebox
 
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