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CS Ambient Audio Overhaul feedback

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  02:16:39  1 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
 

Message edited by:
RoboMook
09/01/2009 2:17:32
Messages: 4387
It's not static sounds that seem to be the problem, it's the background sounds (sounds\ambient\background), they often suddenly switch between each other with no crossfade, so for example when night comes it'll suddenly switch from wind_bkg_1 to night_bkg_1 - I presume one is supposed to fade in while the other fades out but this doesn't seem to be happening (most of the time, at least).

EDIT: This is in vanilla btw, so maybe you've cured it anyway

Btw didn't realise you had released a beta, just been having a look through, some good stuff there (love the 'gravi' effect with the wobbly bass shockwave ).

I think I might know why Killer Ewok was having trouble with the electro anomaly - the electra_idle1 sound is DC-offset, which can cause problems when mixing with other sounds - best to try and center it (there are filters designed to remove DC offset). I'm sure different hardware/drivers will cope with it differently, I know Realtek & Sigmatel drivers tend to be pretty tempremental
  04:30:21  1 September 2009
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Otter
wants a pet pesudodog.
(Resident)

 

 
On forum: 06/08/2007
Messages: 370

---QUOTATION---
It's not static sounds that seem to be the problem, it's the background sounds (sounds\ambient\background), they often suddenly switch between each other with no crossfade, so for example when night comes it'll suddenly switch from wind_bkg_1 to night_bkg_1 - I presume one is supposed to fade in while the other fades out but this doesn't seem to be happening (most of the time, at least).

EDIT: This is in vanilla btw, so maybe you've cured it anyway

---END QUOTATION---



I've noticed this a lot in the swamps. It'll suddenly go from rustling wind to frogs...
  04:44:51  1 September 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
It's not static sounds that seem to be the problem, it's the background sounds (sounds\ambient\background), they often suddenly switch between each other with no crossfade, so for example when night comes it'll suddenly switch from wind_bkg_1 to night_bkg_1 - I presume one is supposed to fade in while the other fades out but this doesn't seem to be happening (most of the time, at least).

EDIT: This is in vanilla btw, so maybe you've cured it anyway
---END QUOTATION---



now I know exactly what you're talking about . . . and yes, it's irritating as crap.

Sadly, there's no way to "fix" it, per se . . . the game doesn't crossfade the background stereo sounds . . .

I've been experimenting with layering these sounds so that it doesn't leave a DRASTIC change at certain times of the day . . . it's sounding better, for sure, but I won't be able to 100% alleviate this problem . . .

I can make it less noticeable, which is a decent compromise, IMHO.


---QUOTATION---
I think I might know why Killer Ewok was having trouble with the electro anomaly - the electra_idle1 sound is DC-offset, which can cause problems when mixing with other sounds - best to try and center it (there are filters designed to remove DC offset). I'm sure different hardware/drivers will cope with it differently, I know Realtek & Sigmatel drivers tend to be pretty tempremental
---END QUOTATION---




A thought - some of the early anomaly sounds I wasn't too happy with . . . and I intend to replace those with the ones I used with AAOv1.8:SoC.

The electra anoamly sound I used with SoC - I had gone for a very loud thunderous type sound . . . some users don't like it, some do . . . it sounds a lot different than the one still left in v0.3:CS
  23:17:06  13 October 2009
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aNoN_
(Novice)
 
On forum: 01/14/2007
Messages: 29
Does this mod work for CoP? where can i then get it?
  23:24:30  14 October 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Does this mod work for CoP? where can i then get it?
---END QUOTATION---



I have no idea if it will or not. I do not yet have a copy of CoP, so I can't even begin to explain what all might be different, what would work, and what won't . . .

Give it time - I'm planning on ordering the RUS version of CoP, and I'm fairly certain I'll end up working on a version of AAO for it.
  14:32:33  10 March 2010
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075
Just an update - once I finish AAO:CoP, I'll be taking a short break to play Metro2033 . . . then I'm *currently* planning on getting back into finishing up AAO:CSv1.0

To the best of my knowledge, artistpavel does plan to include AAO:CS with CS Complete - and I'd like to try and get AAO wrapped up long before Complete's release . . .
  11:41:40  11 March 2010
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AZScott
(Novice)
 
On forum: 12/23/2008
Messages: 21
I've ran through most of the game with your sound files/mod, a lot of it I like a lot..

One however, IMHO, is way off.. The Electrical shocking sounds are quite a bit overboard to me.. Some of the other anomaly sounds are really awesome but that one just doesn't seem to fit right.. Again, it's just IMHO so, take it for what you feel it's worth..

BTW.. I think a pile of folks would worship you if you turned off the friggin' Freedom base Megaphone.. It is so obnoxious, nerve racking and you can hear it halfway across the map.. W/out a doubt, it would be my one "sound wish" if I were given one.. It's almost as bad as the snitch in the bar on SoC.. Can't tell you how many times I'd end up waxing his arse just to shut him up finally..lol

Anyway.. keep up the nice work, some of the files really sound awesome. One overall drawback however is that I get a fairly good hit on my FPS with it implemented though.. Of course though, my system sure isn't at the top of the CS specs..

BTW.. in answer to your dynamic music question.. I never play with music on, in any game really for that matter.. just can't get into a FPS game with all kinds of music going on. even more so when detailed sound is incorporated in game such as the STALKER Game(s) (like foot steps, weapon action sounds, etc that can help spot out/locate enemy when you couldn't actually see them).. I could be wrong but doubt any really serious player does play with it on.
  14:40:04  11 March 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Much thanks for the feedback, man!

Regarding Freedom's megaphone announcements - I completely agree with you, it is annoying to no end. A long while back, I was trying to find some people who could help record new announcements, but that project never really took off . . . it's still on my "to do" list at some point - at the very least to remove the vanilla sounds in place of others.

Regarding the dynamic music - I've nixed that idea . . . I don't personally use DM in-game, and IMHO it simply detracts from the atmosphere on so many levels.

I've had some users comment on the electro sounds in the past - it seems to be either a love it or hate it view other's have. I was trying to go for an extremelly powerful near-thunderclap sound . . . which, I think I had accomplished quite nicely, but can be a bit over-powering to some. I still have some other sounds I had put together in the past, I think I might release them with the next update, and set it so that users can install based on their preferences.
  22:15:57  1 April 2010
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artistpavel
Senior Resident
 

 
On forum: 10/17/2008
Messages: 464
Hi Imperial, I'm curious about the occlusion scale and the reasons you had to lower it from 0.4 to 0.19.
  06:51:03  2 April 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Hi Imperial, I'm curious about the occlusion scale and the reasons you had to lower it from 0.4 to 0.19.
---END QUOTATION---




The occlusion scale change was back during a lot of initial testing and early AAO development for SoC. TBH, from what I remember, it doesn't really affect too much in-game . . . but, it does seem to have quite an impact on how "smoothly" sounds are attenuated over distance - and especially on the few areas that use sound environments. In SoC, there are only a few snd_env placed within a few specific levels (i.e. listen around the campfire next to Cook inside the Freedom base). Both CS and CoP use snd_env a bit more heavily, though. What really spurned this initial change was how incorrect these environments sound for their location . . . and, honestly, I've never been too happy with them. It's been enough that I began working on modifying the snd_env declarations themselves. I fully intended to add that into the next AAO:CS release, as well as the upcoming AAO:CoP and as a "patch" for AAO:SoC.

Otherwise, it doesn't really seem to have too much of an affect in-game, from what I remember. Although, I never really took the time to further test this setting with X-Ray 1.5 and CS . . . and have completely forgotten about it with CoP. I guess I should really look back into it some more, and see if the newer engine is capable of handling occlusion better.
 
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