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CS Ambient Audio Overhaul feedback

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  02:23:44  8 December 2008
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{imperialreign}
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On forum: 10/29/2008
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CS Ambient Audio Overhaul feedback

Clear Sky Ambient Audio Overhaul feedback

Seeing as how ZSG forums are down . . . indefinitely . . . I'm moving the feedback thread here - hopefully this will mean more feedback in general as well.


Most recent version vailable for download is still: v0.3 beta

can be downloaded here: [link]http://stalker.filefront.com/file/Clear_Sky_Ambient_Audio_Overhaul;94716[/link]



The college semester is gearing down, and I'll be gearing back up for another release of this mod, as well as AAO for SoC - I still have quite a bit I'd like to change, add and impliment, and want to get this mod closer to a v1.0 release.

Forthcoming release will also have reduced individual file sizes, more new anomaly sounds, some new material sounds, and new sounds for some mutants - as well as some new ambient sounds, and refinement to the ambient audio. I'm also planning on new material sounds as well.

Also in the works - I'm planning on overhauling much of the Freedom HQ dialouge audio . . . to reduce the "hippiness" of the faction a bit - but, I'll either leave it as an option, or release that mod seperately, haven't decided yet.

Also, there will be some changes to the sound environment tables - for those running EAX, or OpenAL supported audio hardware.


For the most part, the CS version of the AAO will almost mirror the SoC version, with some exceptions - one can expect the next release version for CS within a week or two of the next SoC release.



So, any feedback is very much welcome! Suggestions, recomendations, criticisms, complaints, whatever . . . this is still somewhat of a beta version, as I iron out the kinks imposed by how CS handles ambient audio, and audio in general - so, the more feedback I can get, the quicker I can get things moving along!
  10:14:16  15 December 2008
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Elementlmage
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On forum: 04/08/2007
 

Message edited by:
Elementlmage
12/15/2008 10:18:57
Messages: 258
Well, I suppose I'll be your first. My question really has nothing to do with you mod though. I was wondering what software you use and if you had any suggestions? I am getting ready to overhaul the gun sounds effects and was wondering if you could offer a few suggestions.

As of now, I have been using Gold Wave for all of my audio needs.
  22:43:31  15 December 2008
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{imperialreign}
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On forum: 10/29/2008
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---QUOTATION---
Well, I suppose I'll be your first. My question really has nothing to do with you mod though. I was wondering what software you use and if you had any suggestions? I am getting ready to overhaul the gun sounds effects and was wondering if you could offer a few suggestions.

As of now, I have been using Gold Wave for all of my audio needs.
---END QUOTATION---



well, if money is tight - Audacity is available for free.

If you have a Creative sound card, Creative has WaveStudio available for download from their downloads section.


My personal preference is Sound Forge - I've been using that since version 5 years ago - although it's not exactly cheap, it's probably one of the most powerful, flexible and versatile audio editing tools available.


For further editing STALKER audio files, you'll also need to download the MP SDK - the sound editor that is built into the level_editor program will properly comment a .wav file and convert it to .ogg for the game to use. It also allows you to adjust some settings used for playback within the game.

It's a lot easier than doing the hex-edit method, IMO, which also doesn't allow you the option of adjusting the actual settings that go into the comment.
  07:38:15  16 December 2008
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Elementlmage
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On forum: 04/08/2007
 

Message edited by:
Elementlmage
12/16/2008 7:57:51
Messages: 258
Well, mostly I'm just remastering the gun sounds from Stalker(SoC and CS) so all the comments should still be intact. But, I'm dling the SDK just to be on the safe side(and maybe have a little fun). I've gotten the SVU and SVD to sound almost perfect and my berretta.... aw crap, it didn't save properly. Damit, I had that sounding awesome!

Maybe I'll grab myself a trial version of Soundforge and play around with it. I've heard it's a good program, but I have never personally used it.

-Edit-
Phew, thank god for foresight. I just remembered that I wrote down everything that I did to all of the audio files that I have edited so far.
  22:41:55  16 December 2008
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{imperialreign}
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On forum: 10/29/2008
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---QUOTATION---
Well, mostly I'm just remastering the gun sounds from Stalker(SoC and CS) so all the comments should still be intact. But, I'm dling the SDK just to be on the safe side(and maybe have a little fun). I've gotten the SVU and SVD to sound almost perfect and my berretta.... aw crap, it didn't save properly. Damit, I had that sounding awesome!

Maybe I'll grab myself a trial version of Soundforge and play around with it. I've heard it's a good program, but I have never personally used it.

-Edit-
Phew, thank god for foresight. I just remembered that I wrote down everything that I did to all of the audio files that I have edited so far.
---END QUOTATION---



well - just to give you a head's up; I've tried editing just the .ogg files from the game database, and resaving it skews the comment. Typically, when a file is saved as an .ogg, there's a small metadata section that is used to store artist, title, track number, year, etc. for use with media players. STALKER, instead, uses that section to store the information the game needs for playback of that sound - it's minimum and maximum range, attenuation curve, type of sound, etc. So, editing an .ogg and re-saving it, you lose all the infomation as sound editing software isn't designed to save an .ogg with the comments needed . . .

hence the need for the MP SDK.

If you've got any questions about using SoundForge and/or the SDK, I'll answer what I can for ya! Good luck with your project, man!
  23:33:01  16 December 2008
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Don Reba
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On forum: 12/04/2002
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There was a project for making a stand-alone batch ogg commenting tool, but its initiator left. If somebody needs it and picks it up, then it can still be done.

https://gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=7&thm_id=15691&sec_id=16
  08:56:56  10 January 2009
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{imperialreign}
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On forum: 10/29/2008
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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 . . .
  13:02:43  12 January 2009
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RDXDukeOfHazard
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On forum: 09/23/2008
Messages: 498
slightly off topic but you seem to know some things, how can I extract music from the game files?

Last time I used Soundforge was in the 90's used it till they did an upgrade and I could not get on with it so went over to Wavelab and been using it ever since.
  17:44:13  12 January 2009
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{imperialreign}
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On forum: 10/29/2008
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---QUOTATION---
slightly off topic but you seem to know some things, how can I extract music from the game files?

Last time I used Soundforge was in the 90's used it till they did an upgrade and I could not get on with it so went over to Wavelab and been using it ever since.
---END QUOTATION---




first up, to get the game audio out, you'll need the database extractor: [link]http://stalker.filefront.com/file/Clear_Sky_Game_Database_Unpacker;93774[/link]

it'll extract all the game files and place them into a seperate gamedata\ folder; all audio will be located in gamedata\sounds\ folders.

Curious - how's WaveLab compared to the earlier SoundForge versions? I've been running SoundForge since v5.0, back when it was still done by Sonic Foundry before SONY purchased them . . . y'know, back when the price for SoundForge was reasonable. If I had to purchase the software new, I wouldn't - not at $295. The $50 upgrades every couple of years are resonable, though, so I've kept up with the updates . . .

Only other audio editing software I use occasionally is Audacity and Creative WaveStudio, both free; although SoundForge is my weapon of choice 99% of the time.

I'm just curious, as SF has been slowly going downhill under SONY's direction - the last "upgrade" was a joke, IMHO; there were a couple of useful new features and some redesigned stuff, but nothing really worth the upgrade . . . I'm considering moving over to WL myself.


Oh, and if you have any other questions concering audio in CS, don't hesitate to ask!
  18:33:09  12 January 2009
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RDXDukeOfHazard
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On forum: 09/23/2008
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Well back then....long time ago LOL everything was cheaper. but seriously I found Wavelab to be easier to use, it's hard to explain but it just works. I suppose each to his own, but I agree with your sentiment that since Sony bought/gulped them up the price rose quite drastically. You can say similar thing to Logic Audio, I personally know many people who purchased £2.500 Windows machines just for running Logic then they Apple bought them up and completely stopped supporting the windows version. This is the reason why I ABSOLUTELY HATE APPLE, and truth be told if I had the cash I'd close it down.
  18:40:00  12 January 2009
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RDXDukeOfHazard
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On forum: 09/23/2008
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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}
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On forum: 10/29/2008
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---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
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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
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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}
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On forum: 10/29/2008
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---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
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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}
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On forum: 10/29/2008
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---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}
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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}
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On forum: 10/29/2008
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-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
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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!
  01:07:03  15 May 2009
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{imperialreign}
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On forum: 10/29/2008
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---QUOTATION---
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...
---END QUOTATION---





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
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On forum: 06/20/2008
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---QUOTATION---
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.
---END QUOTATION---



for 'too busy' i would say 'not interested'.
  20:45:27  15 May 2009
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Killer_Ewok
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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
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---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.
---END QUOTATION---



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
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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 .
---END 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.
  06:38:56  16 May 2009
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{imperialreign}
Звуковой Шаман
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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.
---END QUOTATION---




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}
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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
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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
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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
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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.


---QUOTATION---
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
  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
(Resident)

 

 
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.
  03:00:18  26 May 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
A head's up here as well . . .

I haven't forgotten about AAO:CS . . . it's just merely been put aside for the longest time.

I've begun some work on things again, and have finally figured out a better understanding of how CS/CoP handle ambient sounds - this has lead to some experimentation thought's proving rather fruitful, and should lead to a better (and more flexible) ambient setup.

Either way, the work that I began on AAO:CSv1.0 ages ago is back underway . . .
  02:51:21  31 May 2010
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971
@ {imperialreign}. wd m8, nice to see you still here. cant wait for your next release.
  14:41:07  4 June 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Thanks. I'm still around, I just bounce between game titles. Sadly, the CS forums here tend to be the most dead . . .
  15:18:07  4 June 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Mostly cause everyone migrated to CoP... Not that many CS modders left here, could probably count the major ones left on my hands.
  15:09:59  3 July 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Mostly cause everyone migrated to CoP... Not that many CS modders left here, could probably count the major ones left on my hands.
---END QUOTATION---



It's a shame, really . . . CS does have a lot of potential, and the whole FW thing could be modded to be something epic and completely different . . .

IMHO, too many people spent too much time concerned with the flaws instead of approaching it as what it was. Too many people were hoping for a Xerox of SoC.

<sigh>

Oh, well . . .
  05:56:31  4 July 2010
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971

---QUOTATION---
Mostly cause everyone migrated to CoP... Not that many CS modders left here, could probably count the major ones left on my hands.

It's a shame, really . . . CS does have a lot of potential, and the whole FW thing could be modded to be something epic and completely different . . .

IMHO, too many people spent too much time concerned with the flaws instead of approaching it as what it was. Too many people were hoping for a Xerox of SoC.

<sigh>

Oh, well . . .
---END QUOTATION---



hehe so true. ive only in past release did i get rid of major bugs(2 of them) and have yet to solve some small issues, as posted on Spartan 11:11 threads latest post. these are the only glitches so far, after that, i suppose my mod will be error-less, thus ive sett p the basics for people to play around with the FW parts, including if they know to add the new factions ect.(wich im doing latelty).
thus, so far, CS is looking very good for me, with my next release. i do have to admit, i need a Sound expert to help me in a few issues, minor ones. if you accept {imperialreign}?

Back on topic, CS has many potentials, TFW and a couple of major change mods are doing exellent, thus CS now needs lots of mini_mods.
(wich il be starting a small thred ect)

  17:54:49  4 July 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
I could probably help - what'd you have in mind?
  02:46:30  5 July 2010
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971

---QUOTATION---
I could probably help - what'd you have in mind?
---END QUOTATION---



just simple things like adding ogg coments, (i did a few of them, did lern how to do them perfectly, but i get thrown off with some little things like, wich distance to use ect.)

and i guess the main one is, when the AI are injured on the ground, i need them to call out, or shout, the vanilla has it sort of incomplete and i added it in the scripts needed, but, it still wont work, i dont get erors, just dosnt work.

i suppose these are the 2 main work i need in the sound parts.
i think i only have a few ogg comments to correct and few others.

And of course, any thing you want to add or correct in the Spartan mods, just tell me and il add it or merge ect.

If you like, i can prepare a folder later on(next few weeks) with notes and the files i need fixing.

And yes, you will be in the notes, and all that jazzy thank yous hehe

Thank you for your time.

PS; you can help if you like with other things in my mod, help test ect also, with things not conserning sound.
  06:29:07  5 July 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
All that shouldn't be a problem. Regarding NPCs calling for help, you're simply looking to get the sound to play correctly, right?

But, sure, sen me whatever you'd like, and I can go through it as I can.
  03:54:45  6 July 2010
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971

---QUOTATION---
All that shouldn't be a problem. Regarding NPCs calling for help, you're simply looking to get the sound to play correctly, right?

But, sure, sen me whatever you'd like, and I can go through it as I can.
---END QUOTATION---



TY, its going to be awhile until i get to the sound part work, and ive got to add some new and refreshed sounds.

as for the help wounded part, il explain that to you, again later on.
if i recall, i think ive brought it up, yonks ago.
NVM, TY, il post work link here , when ready.

  14:35:26  6 July 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
That'll work. If a few days pass after you post the link/info without a response from me here, you might want to send me an email. I don't routinely check this subforum like I do SoC and CoP.
  03:56:14  7 July 2010
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971

---QUOTATION---
That'll work. If a few days pass after you post the link/info without a response from me here, you might want to send me an email. I don't routinely check this subforum like I do SoC and CoP.
---END QUOTATION---



NP, il find you, somewhere.
  14:42:37  22 September 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
New download location available:

http://www.moddb.com/members/imperialreign/addons/clear-sky-ambient-audio-overhaul-v03
  22:16:50  24 March 2013
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
*UPDATE*

It's back on, STALKERS

Yep, I finally have time available to continue some of my projects, though I don't plan on taking on the same work-load I had in the past (you mod teams I was working with know what I'm talking about, lol). My apologies, as all my projects were essentially put on hold through the last 1-1.5 years, especially during my time of going through chemo treatment and such, and getting back to life as "normal" there-after...

But, with all that now under the belt, imperial's WorkShop is getting the furnaces fired up, the gears lubricated, and production will shortly be back underway...

SO - where do we stand? Currently, I am *not* working with any mod teams for major mod development, as I had fallen out of contact with said modders/teams. I'm still up for projects, as I love working within someone else's criteria, but still giving me creative freedom... so, any large mod teams that need any audio design done, feel free to get in touch (note: audio design does not mean music scoring - there's a *big* difference there).

Personal projects - Ambient Audio Overhaul updates are a go for all 3 titles. I still plan on trying to add more sound environments (EAX) to all level maps, and furthering that aspect of the mod... but there is some hesitation there on my part, as it would cause conflictions with any other mods that have modified the vanilla maps, or replaced them in anyway; which would mean said portion of AAO could not be included with any other major mods (like it already is, lol).

Anyhow, further revision includes "polishing" the ambient much further, especially getting AAO:CS out of "beta" and into v1.0 - I still need to finish the SoC SWO3.1 compatibility pack, and I also intend "seasonal" packs for Cromm Cruac's AtmosFear releases to coincide with the "seasonal" visual options offered through the installer. Yes, I will design a winter audio package as well for modder use, though we really have yet to have a definitive winter mod released (*cry* FROZEN SKY *cry*) - the winter ambient has essentially already been done (per left-over work I still have available from Frozen Sky's development), so it needs to get out there to you modders for use...

As it stands, that's all I can really think of ATM, but if something else pops into my mind, I'll be sure to let y'all know...

Darius6 - email me, bro
 
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