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Ambient Audio Overhaul feedback

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  06:26:22  10 November 2009
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artistpavel
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On forum: 10/17/2008
 

Message edited by:
artistpavel
11/10/2009 8:41:09
Messages: 464
I was worried about the size, each song now weights 2-3MB compared to vanilla 600-700KB, shouldn't they be compressed to leave less footprint on memory and mod size? Does it matter at all?

and regarding eax.dll and wrap_oal.dll, how important is it to replace those two files?
  16:09:35  10 November 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
I was worried about the size, each song now weights 2-3MB compared to vanilla 600-700KB, shouldn't they be compressed to leave less footprint on memory and mod size? Does it matter at all?
---END QUOTATION---



well, sadly, the longer the specific track, the bigger the converted file will be (for comparison, the radio tracks I made were between 2MB-4MB each).

Thankfully, though, the .ogg format allows for high compression with very little compression artifacting (unlike .mp3) . . . if need be, you can lower the quality value of the comment, and it will reduce the size some more . . .

Some tips for lowering the size of the raw sound - if possible shorten the length of the track. Removing interludes and splicing sections of a track together will defi shorten the length, while maintaing the integrity of the track itself (this is actually similar to how a lot of radio edits are done). Also, lowering the overall volume levels will reduce some of the size . . .

You can fiddle with re-sampling the track - sometimes lowering the sample rate, and then bumping it back to 44.1 will help to reduce the size, at the sacrifice of some clarity and quality. If you're looking to get that AM/FM sound to a track, re-sampling from CD quality of 41 kHz to 19-20 kHz will give a bit of a "muted" sound, pass it through an EQ band-filter that focuses on the mid-range (to reduce low and high tones) - then throwing in some light background static will further add to that radio effect . . . then bumping the sample rate back to 44.1 for the game engine . . . pretty much what you're doing is removing certain portions of the data that you really don't need for a certain effect, which will reduce the overall footprint of the raw file . . .


---QUOTATION---
and regarding eax.dll and wrap_oal.dll, how important is it to replace those two files?
---END QUOTATION---



They're not 100% necessary - but they affect how the game engine will process certain audio effects . . . specifically for the sound environments that are placed within each map. As well, they have a slight affect on overall volume and attenuation scales. It adds to the overall quality some . . . but there's still that risk of users having incompatiblity problems (simply because they're library files used by the game engine).

On a side note, though, all my development of AAO was done with those files having been replaced - I'm not 100% sure how the mod would sound with the vanilla files, but I'm sure there'd be some changes . . .
  16:36:39  20 November 2009
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artistpavel
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On forum: 10/17/2008
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What files are responsible for Sidorovich's radio music? It doesn't seem to be in sound_theme.script. Thanks
  01:13:57  21 November 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
What files are responsible for Sidorovich's radio music? It doesn't seem to be in sound_theme.script. Thanks
---END QUOTATION---




Naw - it's a static level sound. Check gamedata\sounds\scripts\magnitofon\magnitofon_2.

It you wanted to give his radio random sounds (like the bar radio), it'll requiring editing the object in the all.spawn, and adding:


[logic]
cfg = scripts\sid_radio.ltx



or something like that - can't remember the exact syntax. Then you'll need to create a new .ltx in the location you outlined, and add the appropriate script commands to it:


[logic]
active = ph_sound@normal

[ph_sound@normal]
snd = sid_radio



From there, you'll need to go into sound_theme.script and create a new theme section, named sid_radio and define the file paths to play randomly.
  01:56:06  21 November 2009
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
Messages: 464
Can it be just a long magnitofon_2 track consisting of 2-3 songs, as a simpler solution? It doesn't have to be random as long as it's not the same song over and over.
  02:01:39  21 November 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Can it be just a long magnitofon_2 track consisting of 2-3 songs, as a simpler solution? It doesn't have to be random as long as it's not the same song over and over.
---END QUOTATION---



Yeah, that can easily be done . . . I don't know of any size-restriction on the commented .ogg files, so however long should be fine.
  15:07:14  1 March 2010
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hhiker
off to new worlds
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On forum: 10/31/2008
Messages: 4290
back to the 2012 Zone after a long pause ...

... and landed right in the middle of Red forest. I don't think i had got that far when i first installed the mod.
The forest soundscape was truly eerie
(And the snork breathing is bloody brilliant.)

Now, a little question too:
the weapons don't seem to have any closeup sounds - i can't hear myself firing, reloading etc.
How do i fix that?
  20:32:23  1 March 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
back to the 2012 Zone after a long pause ...

... and landed right in the middle of Red forest. I don't think i had got that far when i first installed the mod.
The forest soundscape was truly eerie
(And the snork breathing is bloody brilliant.)

Now, a little question too:
the weapons don't seem to have any closeup sounds - i can't hear myself firing, reloading etc.
How do i fix that?
---END QUOTATION---



Weapon firing sounds were not a part of AAO - but I'd defi recommend installing Darius6's Sound Overhaul. AAO was designed to be used with it, and the subsequent changes I had made to the audio occlusion, in system.ltx might sound different with vanilla sounds (don't recall).
  20:47:59  1 March 2010
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hhiker
off to new worlds
(Resident)

 

 
On forum: 10/31/2008
 

Message edited by:
hhiker
03/01/2010 20:50:51
Messages: 4290
Aha, i'll try that.

Funny... i can't remember having any sounds missing when playing with AAO before (and i have played with it quite a while).

Oh wait... i think i started a new game with the mod back then. And now i tried out some really old saves. Could this be a factor?

Ah well, i'll try out the Sound Overhaul either way, thanks

ed:
just one more question -
if i wanted to have only the old Bar music playing, what would i need to edit and where?
(Hypothetically.)
  01:47:18  2 March 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
If you want the onld bar music, no worries (your right as a liquidator, stalker!) . . . just delete the gamedata\sounds\characters_voice\scenario\bar\radio_music\ folder . . . then, go into the sound_theme.script and change the following:


ph_snd_themes["radio_music"] = {"characters_voice\\scenario\\bar\\radio_music\\bar_music_3",
				"characters_voice\\scenario\\bar\\radio_music\\bar_music_4",
				"characters_voice\\scenario\\bar\\radio_music\\bar_music_5",
				"characters_voice\\scenario\\bar\\radio_music\\bar_music_7",
				"characters_voice\\scenario\\bar\\radio_music\\bar_music_8"}




to read:


ph_snd_themes["radio_music"] = {"characters_voice\\scenario\\bar\\radio_music\\radio_music_1"}




Should be full vanilla bar music from there out



As to the weapon sound volume - if you have no other mods installed, you could try to delete the system.ltx and see how it sounds from there . . .

If not, double check in the gamedata\sounds\ folder for a "weapons" folder - you could attempt to delete that . . . although, if you have any mods installed that make edits to the weapon configs and their sounds, that might cause issues . . .

What is your current mod loadout?
 
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