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CS Ambient Audio Overhaul feedback

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  18:40:00  12 January 2009
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RDXDukeOfHazard
Senior Resident
 

 
On forum: 09/23/2008
Messages: 498
On a serious note the sounds:
Walking on:
grass/earth
concrete/pavement
Sound a bit too synthetic if you know what I mean.

The background/ambient sounds are cool, I like the music you included from SOC, the birds, the electric anomaly, I would say the vortex anomaly maybe sound a bit too dumbed down, maybe try another sound this one just it blends with background too much, like the sound of choppers in the distance. The thunder is a bit overwhelming for me maybe lower the volume a little
  19:20:08  12 January 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
On a serious note the sounds:
Walking on:
grass/earth
concrete/pavement
Sound a bit too synthetic if you know what I mean.

The background/ambient sounds are cool, I like the music you included from SOC, the birds, the electric anomaly, I would say the vortex anomaly maybe sound a bit too dumbed down, maybe try another sound this one just it blends with background too much, like the sound of choppers in the distance. The thunder is a bit overwhelming for me maybe lower the volume a little
---END QUOTATION---



thanks for the feedback - I'm meaning to address some of the footstep audio, especially the earth-step, they sound "squishy" at times. Everything else I want to adress - so far I've redone the elctro sounds, fruitpunch and some more work for the gravi idle - TBH, I was never 100% happy with how the vortex sounded in game, and I had issues with the electro sounds in CS (although they sounded alright in SoC).

As to the thunder - I don't remember doing those . . . IIRC, I believe those were from Darius' SoundOverhaul and I had left them as place holders for the time being . . . no worries, though, as I now have 8 thunder sounds finished strictly for the ambient audio, and will be included in the next AAO release.


Any other thoughts, I'm more than open to them - CS uses a more intricate way of handling ambient audio, and I still have a lot of balancing to do, and figuring out why some sonunds appear to travel towards the player once they're played.




Only your earlier statment - I might look into the old WaveLab 5 demo (seeing as how I didn't notice one for 6), and give it a try. Although I'm not so sure I'll dump the money just yet, but will prob put some money aside and make the move when the new version of SF is released. SF is the only product I've given SONY any money for - I still have them under personal boycott which I've upheld for almost a decade now
  00:42:01  13 January 2009
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Elementlmage
Sanity is the state of mind that you believe in sanity
(Resident)

 

 
On forum: 04/08/2007
Messages: 258

---QUOTATION---
been giving this some thought . . .

how many users leave the "dynamic music" enabled?

was curious, if there's enough users who do so, I might be willing to "enhance" the dynamic music used in CS . . .

if you have any thoughts one way or the other, let me know . . .
---END QUOTATION---



Just chop up Sandstorm into 20 sec increments. That will get people to use dynamic music again.
  16:21:11  13 January 2009
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BlackAlpha
(Senior)
 
On forum: 04/08/2007
Messages: 96
I like the new sounds. The only problem I've experienced is that the actor earth step sounds sound too much like a PM pistol firing in the distance. So, I had to get rid of those.
  00:18:39  14 January 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Just chop up Sandstorm into 20 sec increments. That will get people to use dynamic music again.
---END QUOTATION---




wish it were that easy

thing is - all the dynamic music clips are designed to be able to piece together seamlessly . . . meaning none of that background stuff found in most electronic music . . . I'd need some friggin gabber or happy hardcore or something else that revolves around the "four-on-the-floor" beat to replace the vanilla files
  00:34:04  6 February 2009
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Kroont
Behold the Monolith
(Resident)

 

 
On forum: 01/25/2009
Messages: 152
Hello. I tried the Dynamic music and at first, it made slaughtering renegades a bit more fun. Kinda revs you up. But then it kept playing and playing and playing. My conversation with a Clear Sky squad leader about retrieving a ammo did not need really loud music haha But it was good to start. If you could fix that, and add new tracks, id use it definitely
  01:25:36  6 February 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Hello. I tried the Dynamic music and at first, it made slaughtering renegades a bit more fun. Kinda revs you up. But then it kept playing and playing and playing. My conversation with a Clear Sky squad leader about retrieving a ammo did not need really loud music haha But it was good to start. If you could fix that, and add new tracks, id use it definitely
---END QUOTATION---



thanks - I think I might take a further look into how the dynamic music is called upon in-game . . .
  00:53:45  25 March 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Curious - I've seen some reports here and there that CSAAO causes CTD with 1.5.07 and 1.5.08 . . .

can anyone confirm/deny that? I've personally never had any issues myself, but perhaps it's a hardware releated issue . . .

If anyone does have any CTD, please post the error section of your crash log
  00:44:22  13 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
-update-


Now that SoC AAO v1.8 is done, I'm going to begin work on CS AAO v1.8 . . .

no current ETA, yet - there's going to be just as much work involved as there was to ready AAO v1.8 for SoC.
  16:38:10  14 May 2009
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shifter
Senior Resident
 

 
On forum: 06/20/2008
 

Message edited by:
shifter
05/14/2009 17:05:13
Messages: 2413
looks good {imperialreign}. i am yet to actuially try this in-game even though i am very interested. i have been following the discussion on Darius6's sound overhaul for CS. we'll probably end up with another STALKER installment before a really good full game overhaul is available! i wonder if CS is going to become the orphan of the trilogy??


not much description in this thread, so i hope you don;t mind me adding the notes from your latest readme...

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:::::::::::::::: CLEAR SKY AMBIENT AUDIO OVERHAUL ::::::::::::::::::::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
by: {imperialreign}

*Compatible with CS v1.5.05

The purpose of this mod is to and further enhance the ambience and
atmosphere of the zone by the addition of better quality, and more
realistic ambient audio files; and to tweak, adjust, and "fix" some (IMO)
irritating issues (i.e. overly loud sounds, annoying background audio,
hearing some audio from very far distances).

At the moment, this CS mod is pretty much a conversion of my SoC mod, and
is still in a very rough, beta form. Still trying to work out some
headaches, as CS handles ambient audio much differently than SoC did. In
particular, I've still noticed some sounds will on occasion sound as if
far away, and then move towards you . . . haven't figured that out yet.

More work to come, though.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

v0.2b Features:

*additional and improved ambient sounds for all times of day
*adjusted playback distances and volumes
*adjusted occlusion scale
*removed some ambient sounds that detracted from the atmosphere, changed
tha amount of sounds played during certain times of day
*adjusted faction base radio sounds, no more hearing the bandit's radio,
or Duty's radio from insane distances
*replaced Duty's irritating megaphone announcements with those from SoC
*replaced anomaly sounds with those from SoC AAO and SO mods, notably
whirligig, vortex and springboard, electro and burner sounds
*new Main Menu theme music
*replaced all footstep audio, no more equipment jingle (detracted from
"stealth," IMO)
*extended time period between ambient sounds for nighttime, mornings -
nighttime is now very quiet and still

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

v0.3b Features:

*revised ambient sounds, volume, playback, frequency of playback
*included some more ambient sounds from the SoC Sound Overhaul mod
*drastically reduced .ogg size, and slimmed the amount of audio tracks to
be loaded (should hopefully reduce or eliminate any FPS hit)
*replaced some footstep sounds I had overlooked last beta
*replaced background stereo ambient for marsh, yantar, and general locale
*replaced nightvision sounds
*replaced rain and thunder sounds
*replaced sound for generator at loner camp in Cordon, CS camp in swamps,
and replaced the water pump sound in swamps
*revised ambient "theme" for marsh, yantar, cordon, garbage - marsh and
yantar are more active, cordon is a bit quieter, garbage is extremelly
active

Fixed:

*incorrect target path in the zharka_static.ltx
*removed some resampling clipping from a few files
*(hopefully) fixed a harsh FPS hit


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

much more in the works - just looking to start getting feedback early!
 
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