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CS Ambient Audio Overhaul feedback

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  01:07:03  15 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

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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...
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not a problem . . . as to CoP - hopefully if the devs don't make too many changes to the engine itself, it won't be hard to carry AAO over to the new installment.

But, yeah, CS has potential, but I think a lot of the large modding crews are still too busy with their SoC mods to even start with CS.
  07:16:19  15 May 2009
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shifter
Senior Resident
 

 
On forum: 06/20/2008
Messages: 2413

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But, yeah, CS has potential, but I think a lot of the large modding crews are still too busy with their SoC mods to even start with CS.
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for 'too busy' i would say 'not interested'.
  20:45:27  15 May 2009
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Killer_Ewok
(Novice)
 
On forum: 05/14/2009
Messages: 35
one thing i realize is when i walk into a Electro Anomaly, like the one in the swamps by the power lines, the sound start to buzz then it just like mess the sound of my computer all to gather. im on teamspeak and when i go into the feild my friends voices are all distorted like the sound in the game. but when i get out its normal.
  00:47:00  16 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
one thing i realize is when i walk into a Electro Anomaly, like the one in the swamps by the power lines, the sound start to buzz then it just like mess the sound of my computer all to gather. im on teamspeak and when i go into the feild my friends voices are all distorted like the sound in the game. but when i get out its normal.
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what do you have your volume settings at?

I recommend setting the WIN control panel (or Creative Volume app) to have all output types at 50% . . . wave, line out, master volume, etc. Then, adjust the volume control on your speakers to a comfortable level . . . from there, only adjust the "master volume" control in your audio control application.

If wav, for example, is set to 75%-100%, loud audio playback will be "clipped" - which will makes things sound garbled and distorted in-game . . . the X-Ray engine prioritizes audio volumes, certain types of sounds will be played louder than others (i.e. objects exploding, weapon fire, anomalies, etc.) as these are supposed to "drown out" other nearby sounds .
  03:35:59  16 May 2009
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Killer_Ewok
(Novice)
 
On forum: 05/14/2009
 

Message edited by:
Killer_Ewok
05/16/2009 3:41:58
Messages: 35

---QUOTATION---
one thing i realize is when i walk into a Electro Anomaly, like the one in the swamps by the power lines, the sound start to buzz then it just like mess the sound of my computer all to gather. im on teamspeak and when i go into the feild my friends voices are all distorted like the sound in the game. but when i get out its normal.

what do you have your volume settings at?

I recommend setting the WIN control panel (or Creative Volume app) to have all output types at 50% . . . wave, line out, master volume, etc. Then, adjust the volume control on your speakers to a comfortable level . . . from there, only adjust the "master volume" control in your audio control application.

If wav, for example, is set to 75%-100%, loud audio playback will be "clipped" - which will makes things sound garbled and distorted in-game . . . the X-Ray engine prioritizes audio volumes, certain types of sounds will be played louder than others (i.e. objects exploding, weapon fire, anomalies, etc.) as these are supposed to "drown out" other nearby sounds .
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yep if did what you said still mad no difference. though it didn't interrupt my teamspeak anymore but it still just shut down or overloads or what ever when i go to a electro field. all other anomely i have no problems.

i use my on-board sound on my Asus M4A79 Deluxe motherboard. its realtek HD. i did had a soundblaster 5.1 soundcard but it had problems so i had to remove it.
  06:38:56  16 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
yep if did what you said still mad no difference. though it didn't interrupt my teamspeak anymore but it still just shut down or overloads or what ever when i go to a electro field. all other anomely i have no problems.

i use my on-board sound on my Asus M4A79 Deluxe motherboard. its realtek HD. i did had a soundblaster 5.1 soundcard but it had problems so i had to remove it.
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hmmm . . . another thought, go into WIN audio control panel and double-check all settings there . . .

also, check the volume settings for the individual speaker channels - go into >start>control panel>sounds and audio devices> under 'device volume' hit "advanced" > under "play control" hit 'speaker volume'

As well - make sure that the bass and treble sliders aren't at 100% (it can cause that as well) - in sounds and audio devices, under 'speaker settings' hit 'speaker volume' . . . also, under 'speaker settings' > "advanced" > make sure the channel output configuration matches your setup, and under the 'performance' tab, make sure both sliders are set to the right.

Beyond that - I can't think of much else . . . it could either be that the volume setting the game is trying to play back at is too loud for your hardware to handle, too loud for your speakers to handle - or it could be simply a glitched audio file (meaning, x-ray isn't interpreting the comments properly). I'll look into it some in the near future.
  08:05:56  26 July 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
 

Message edited by:
{imperialreign}
07/26/2009 8:07:01
Messages: 3075
Just an update:


AAO:CS v1.0 is back underway again.

v1.0 will contain nearly all the features of AAO:SoC v1.8 - namely, dynamic environments (in that no area sounds the same, they all have their own "tone" ), all static level sounds are to be replaced or edited, all ambient sounds found in AAO:SoC v1.8 will be worked into AAO:CS v1.0 . . . plus some other minor audio tweaks . . .

I'm currently shooting for a late Aug - early Sep release . . . if all goes well. Nothing is set in stone yet, though.
  06:13:04  31 August 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
If anyone has any suggestions, thoughts, recommendations or otherwise - time to get them in now!

My initial plan of a late Aug - early Sep release has been scrapped . . . release TBA.

I've spent a lot of time slowly going through all the audio I used for AAOv1.8:SoC, to get an idea of how they'll sound in CS - it's been a long and slow process, but configuration of the individual game levels is finally starting to get underway.

Also, expect again that all static level sounds will be addressed (and some I've worked with so far have made, IMHO, a drastic improvement for some areas), as well as some other loose ends.
  22:24:14  31 August 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
Messages: 4387
One thing I've noticed in vanilla is that the ambient sounds will often switch suddenly with no crossfade, eg from howling wind to insect noises in an instant - do you know if this is down to the configs or is it simply an engine bug or lack of audio channels that causes this? In fact, have you encountered this at all yourself?

Looking forward to this mod btw
  01:12:06  1 September 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
One thing I've noticed in vanilla is that the ambient sounds will often switch suddenly with no crossfade, eg from howling wind to insect noises in an instant - do you know if this is down to the configs or is it simply an engine bug or lack of audio channels that causes this? In fact, have you encountered this at all yourself?
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It depends - if they're static sounds (sounds "placed" at certain spots in a level) they can sometimes drown out the actual ambient audio.

As well, ambient audio in CS is handled much differently than SoC . . . whereas in SoC I could set specific distances that the sounds originated from, in CS, that distance seems to be where the sound starts from, then moves closer to the player . . . it's really strange, TBH, and has caused a lot of headaches regarding "tuning" the specific configs and audio comments.


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Looking forward to this mod btw
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Well, in case you might not know, there is an early version available (check the first post in this thread). AAOv0.3:CS . . . I'm currently working on v1.0
 
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