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Why can't I get the songs loud enough for the megafone?

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  01:59:49  28 August 2008
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Polluxo
(Novice)
 
On forum: 08/18/2008
Messages: 21
Why can't I get the songs loud enough for the megafone?

I've been trying to get songs to play loud enough on the megafone so that I can further. In the game, the propaganda voice clips play across the map over the megafone, but I can't get a song to play further than 80 feet while still being kind of quiet compared to the voice clips. I've compared the volume of the songs to the voice clips and they're about the same. I've tried raising the dB on the song files as well as increasing the base. Is there something I am missing?
  04:03:38  28 August 2008
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Zero_3
(Novice)
 
On forum: 08/17/2008
Messages: 20
Are your custom sound (.ogg) files properly commented?
  20:04:57  28 August 2008
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EggChen
Senior Resident
 

 
On forum: 01/12/2008
Messages: 1109
View the tutorial on the Wiki for sound editing....

You can define the base volume of the sound, its maximum distance and minimum distance if you use the SDk to ogg comment your music. It is far more effective than trying to raise the actual volume.
  23:13:46  28 August 2008
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Polluxo
(Novice)
 
On forum: 08/18/2008
Messages: 21
I've tried using the level editor but can't get the sounds to show up in the sound editor. I do refresh environment library like the tutorial says but still nothing. The only sound that shows up is the mosquito_bald one...
  14:40:02  29 August 2008
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EggChen
Senior Resident
 

 
On forum: 01/12/2008
Messages: 1109

---QUOTATION---
I've tried using the level editor but can't get the sounds to show up in the sound editor. I do refresh environment library like the tutorial says but still nothing. The only sound that shows up is the mosquito_bald one...
---END QUOTATION---



You have to have the sound as a mono wav file, and place it in the "rawdata" folder. When you have fixed it and converted to ogg it will be in the "gamedata" folder within the SDK.

Trust me once you get it working it is the easiest way to ceate in game sounds. When you do get it working try these settings for megaphone sounds (they seem pretty good in game).

Quality 1
Base volume 2
Min distance 15
Maximum distance 150
AI distance 150
type - ambient.
  19:10:40  29 August 2008
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Polluxo
(Novice)
 
On forum: 08/18/2008
Messages: 21
So now to edit any original sound file I have to convert it from ogg to wav, that's kind of silly. Thanks for letting me know this though.
  20:59:31  29 August 2008
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EggChen
Senior Resident
 

 
On forum: 01/12/2008
Messages: 1109

---QUOTATION---
So now to edit any original sound file I have to convert it from ogg to wav, that's kind of silly. Thanks for letting me know this though.
---END QUOTATION---



Yep, afraid so.

If you already have an Ogg format soud, you will need to convert it to Wav, 44100hz, 16bit, mono. Then the SDK can do its stuff. This does make it a pain if you are just trying to correct some Ogg's from another mod.

Everything does work properly then though.

I remember one early sound mod, which had a problem with the grenades, you basically couldn't hear them. If it had been done via the SDK the grenade sound would have been properly commented with a hearing distance and base volume that the game engine can use.
  21:05:31  29 August 2008
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MattyDienhoff
(Novice)
 
On forum: 08/05/2008
 

Message edited by:
MattyDienhoff
08/29/2008 21:25:59
Messages: 42

---QUOTATION---

Quality 1
Base volume 2
Min distance 15
Maximum distance 150
AI distance 150
type - ambient.
---END QUOTATION---


I just thought I'd mention - I recommend using a lower volume and distance, because those settings make the music too loud. I just added some songs to both the megaphone and the bar using those settings, and I could hear both songs mashed over each other wherever I went in the area, it sounded like one hell of a party.

This'll take some trial and error, but I'm going for base volume 1 maximum distance 80 this time, I'll let you know how that works out.

EDIT: Having tested with the above settings settings, it's still considerably louder than it should be, but only when you're right by the loudspeaker. Moving further than about 15m from it, it drastically fades out and becomes indistinct, but still audible. You can still faintly hear the loudspeaker music even as far as the bar. I'll test these settings next:

Base volume: 0.7
Minimum distance: 20
Maximum distance: 50

It'd be helpful to know what the comments in the existing music files are, is there any way to find out?
  21:28:50  29 August 2008
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EggChen
Senior Resident
 

 
On forum: 01/12/2008
 

Message edited by:
EggChen
08/29/2008 21:31:20
Messages: 1109
It takes some trial and error as you say. Those settings I mentioned worked well for the music I added... but remember the actual "real" volume of the music will make a difference as well.

One other thing that may be useful. Make sure that whatever music you use is not also being used elsewhere in the same level. For example if you changed the sound_theme script and had both the megafon and barkeep's radio playing the same file, it becomes distorted. Basically the engine is trying to access the same audio file in different places.

Edit: Comments in the existing files, not sure, maybe with a hex editor... it would be nice to see them though. I noticed you can hear the Barkeep's announcements in vanilla all the way by the crappy metal bridge near the dog lair on the way from Garbage to the Bar.
  06:55:45  30 August 2008
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Polluxo
(Novice)
 
On forum: 08/18/2008
Messages: 21
How does quality affect the sound files? I noticed that when there were a lot of other sounds going on that the custom music I put in would break out at times to make room for other sounds that were going on nearby. I put the quality of the music files at .50 to keep down filesize, could this be causing my problem, or is it just because I have an old soundcard?

One other question, how can I make it so that the NPC's in the bar don't talk as much, I figured out a way to do this by editing the sound files, but it doesn't work as well as it could otherwise.
 
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