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Ambient Audio Overhaul feedback

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  04:07:51  9 January 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Already done. and it works very well. Whats the option for? What does those two files enchance?

For idea's. If possible try to find sound of animal and or creature being mutilated in the far distance. Some people too. Weird frog sounds or anything just weird...and cool at the same time.
---END QUOTATION---



the two optional files (eax.dll and wrap_oal.dll) are more up to date versions of these ambient audio libraries than what is found with the vanilla game. It's simply that with a newer, revised library, many of the ambient environment tables and audio calls have been updated.

The only file I haven't been able to replace, yet is OpenAL32.dll - although I have newer release versions here, for some reason, the only one that works with SoC is the file included with the vanilla install. I believe (although I might be wrong) that XR_3DA is coded for one specific version of this file . . .

Thanks for the recommendations on some sounds - I might see what I can do . . .
  04:48:24  9 January 2009
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Wolfehunter
Mod Guru
(Resident)

 

 
On forum: 07/03/2007
Messages: 2748

---QUOTATION---
Already done. and it works very well. Whats the option for? What does those two files enchance?

For idea's. If possible try to find sound of animal and or creature being mutilated in the far distance. Some people too. Weird frog sounds or anything just weird...and cool at the same time.

the two optional files (eax.dll and wrap_oal.dll) are more up to date versions of these ambient audio libraries than what is found with the vanilla game. It's simply that with a newer, revised library, many of the ambient environment tables and audio calls have been updated.

The only file I haven't been able to replace, yet is OpenAL32.dll - although I have newer release versions here, for some reason, the only one that works with SoC is the file included with the vanilla install. I believe (although I might be wrong) that XR_3DA is coded for one specific version of this file . . .

Thanks for the recommendations on some sounds - I might see what I can do . . .
---END QUOTATION---

I've notice that you do and unofficial X-fi support. Are you considering of improving the stalker sound quality supporting eax in it with the knowledge you possess?

I don't know maybe something GSC may have left out or didn't fix yet?

Or is that already done with your 2 file release?

Just curious.

Because X-fi cards and Vista are really a pain to get to work right.
  05:23:51  9 January 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
I've notice that you do and unofficial X-fi support. Are you considering of improving the stalker sound quality supporting eax in it with the knowledge you possess?

I don't know maybe something GSC may have left out or didn't fix yet?

Or is that already done with your 2 file release?

Just curious.

Because X-fi cards and Vista are really a pain to get to work right.
---END QUOTATION---



yeah - X-Fis and Vista don't play nicely . . . although the new Titanium cards don't seem to have anywhere near the number of issues that the other cards do . . .

I'm hoping that in the near future, Creative will continue this recent trend of offering more frequent updates, and drivers thatactually fix problems, too.


Anyhow, as to the EAX - I do intend to make adjustments to the environmental audio tables found in senvironment.xr . . . although, with SoC, it will only be more noticeable in some areas, and not others . . . I don't have the means to de-compile the original game maps and declare the audio environments.

The tweaked environment tables should have more of an impact with CS, as CS used these a lot more than SoC did.
  04:19:26  29 January 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Just an update, as it's nearing my *planned* release date . . .

and I'm still behind. AAO is slowly but surely moving forward, though - I have ambient environments configured for Cordon, Garbage, Agroprom, Dark Valley, Bar and Pripyat - as well as Agroprom Underground, X-18, X-16 and X-19. Still more areas to configure. I'm also addressing and replacing many of the static level sounds (sounds that are placed in one spot within a map), as well as some more storyline sounds, also (e.g. the helicopter sound always in Dark Valley after leaving X-18 has been turned off).

total number of ambient sounds has near about tripled (from 60 files in rnd_outdoor\ folder to currently 186), and I'm going for a much more subtle effect to the ambient environment as well - volume levels have been toned so that certain sounds don't stick out too horribly, and won't be as overly distracting.

It's a slow process - I'm configuring each area individually, one at a time, and am putting a lot of play testing into each area to make sure they "sound" right . . . it's a very slow process.

There might be another update here as I get closer to release . . .
  04:44:13  29 January 2009
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Wolfehunter
Mod Guru
(Resident)

 

 
On forum: 07/03/2007
Messages: 2748
Awesome dude.
  03:02:34  21 April 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
 

Message edited by:
{imperialreign}
04/21/2009 3:03:29
Messages: 3075
Alright - well, not to get anyone's hopes up yet . . .

But, an update. v1.8 should be ready to roll within the next few weeks - I've got a couple of weeks off of work, while I'm changing between jobs, that will give me some time to wrap this up.


For those who haven't checked it out yet, more recent AAO releases can be found:

SWO3 - includes AAO v1.5 LITE - mostly new sounds and revised daytime ambient sections.

SmP 2.3 - includes AAO v1.6 LITE - same sounds found in SWO3, as well as replaced level static sounds, and some new AAO features included.



As a further update - AAO will be split into 3 parts:

Part 1 - will be the core of AAO, all ambient and level sounds, as well as additional features and storyline sounds

Part 2 - SoundEFX, plus level musics

Part 3 - NPC speech sounds


My reasoning is that AAO has grown considerably since v0.9.5, and splitting into three parts will reduce overall download size, as well as make installing and removing sections much easier for the end-user.

Again - AAO has been designed to sound it's best with Sound Overhaul 1.7 installed . . .

ambient gunfire sounds will now be MUCH quieter than they were before, somewhat hard to hear - this will leave closer gunfire sounds as to having actually come from NPCs that are shooting it out . . . no longer will you hear ambient gunfire and think there's a gunfight going on just over the next hill - if you hear gunfire that loud and close, there IS a gunfight going on close-by.

ambient sounds in general are much quieter - volume levels have been lowered quite considerably . . . I've painstakingly done this to give more of a true ambient feel to the zone. WHen you're moving around, involved in a gunfight, ambient sounds will be almost inaudible - they're not distracting. They're still there, though. If you were to stand still for a while and just listen (as if you had nothing to do and nowhere to go), they'll be much more apparent and noticeable.

(users playing SmP 2.3 and/or SWO3 will already have a small taste of this aspect)

I'm still working on dynamic environments - each area will have it's own "tone" to it . . . Cordon, for example, will sound fairly calm and safe (considering it's on the outskirts of the zone) - lots of birds, few mutant noises, occasional gunshots, etc . . . whereas areas like Red Forest will sound very busy, with many more threatening ambient sounds - many mutant noises, automatic gunfire, fewer bird sounds, etc.


So - for everyone that's been patiently waiting the next stand-alone AAO release . . . you're wait is soon to be over.
  03:54:51  21 April 2009
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Alright - well, not to get anyone's hopes up yet . . .

But, an update. v1.8 should be ready to roll within the next few weeks - I've got a couple of weeks off of work, while I'm changing between jobs, that will give me some time to wrap this up.


For those who haven't checked it out yet, more recent AAO releases can be found:

SWO3 - includes AAO v1.5 LITE - mostly new sounds and revised daytime ambient sections.

SmP 2.3 - includes AAO v1.6 LITE - same sounds found in SWO3, as well as replaced level static sounds, and some new AAO features included.



As a further update - AAO will be split into 3 parts:

Part 1 - will be the core of AAO, all ambient and level sounds, as well as additional features and storyline sounds

Part 2 - SoundEFX, plus level musics

Part 3 - NPC speech sounds


My reasoning is that AAO has grown considerably since v0.9.5, and splitting into three parts will reduce overall download size, as well as make installing and removing sections much easier for the end-user.

Again - AAO has been designed to sound it's best with Sound Overhaul 1.7 installed . . .

ambient gunfire sounds will now be MUCH quieter than they were before, somewhat hard to hear - this will leave closer gunfire sounds as to having actually come from NPCs that are shooting it out . . . no longer will you hear ambient gunfire and think there's a gunfight going on just over the next hill - if you hear gunfire that loud and close, there IS a gunfight going on close-by.

ambient sounds in general are much quieter - volume levels have been lowered quite considerably . . . I've painstakingly done this to give more of a true ambient feel to the zone. WHen you're moving around, involved in a gunfight, ambient sounds will be almost inaudible - they're not distracting. They're still there, though. If you were to stand still for a while and just listen (as if you had nothing to do and nowhere to go), they'll be much more apparent and noticeable.

(users playing SmP 2.3 and/or SWO3 will already have a small taste of this aspect)

I'm still working on dynamic environments - each area will have it's own "tone" to it . . . Cordon, for example, will sound fairly calm and safe (considering it's on the outskirts of the zone) - lots of birds, few mutant noises, occasional gunshots, etc . . . whereas areas like Red Forest will sound very busy, with many more threatening ambient sounds - many mutant noises, automatic gunfire, fewer bird sounds, etc.


So - for everyone that's been patiently waiting the next stand-alone AAO release . . . you're wait is soon to be over.
---END QUOTATION---



"Sounds" awesome!
  05:25:39  22 April 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
"Sounds" awesome!
---END QUOTATION---



thanks!

I just think audio mods have been taken too lightly in the past - usually blown over by most other users - and it's time to get effin' serious ;P
  00:33:39  10 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Ambient Audio Overhaul v1.8 is now available:

[link]https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=17409&sec_id=17[/link]


AAO now features dynamic ambient environments - each game level has it's own "tone." The effect is meant to be subtle, and become more noticeable the further into the zone you travel.

I've decided to keep compatibility to vanilla weather loadouts, and Dynamic Weather and STALKER Weather Overhauled v3. DW/SWO3 use full dynamic weather systems, which can make the most use of the features of AAO. With that in mind, I kept compatiblity only to these two - urging that other users install either of these two mods with AAO make the most of AAO's re-worked audio.
  00:54:56  10 May 2009
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Amraam
Senior Resident
 

 
On forum: 09/15/2008
 

Message edited by:
Amraam
05/10/2009 0:55:12
Messages: 449
Will 1.8 work with SmP 2.3?
 
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