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STALKER sound overhaul 2.0 for Clear Sky

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  20:56:22  2 February 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Is it possible to use Darius's Sound overhaul for CoP and use it in CS? since both use the same animation I think it'll sync pretty well. Unless there's a difference in coding
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I wouldn't recommend it off the bat, since the weapon ltx's have a lot of differences.

Also, the "official" CS Sound overhaul is nearly done, I'm in the middle of final playtesting to ensure everything works properly. Should be done soon. Probably by the weekend, earliest.
  06:29:55  3 February 2011
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MacBradley
Senior Resident
 

 
On forum: 02/09/2009
Messages: 890

---QUOTATION---
Wow! I didn't know that. Why is that? Seems like that'd have to be on GSC's end, because sound drivers should be dependent on the sound card, and I can't think of why the OS would color the sound. Hmm.

No, it's not on GSC's end - it's directly related to how the OSes handle audio. Drivers really don't have much of an impact (in most cases) in the actual quality of the output, but they can affect how audio is processed and filtered (which can affect output quality) . . .

Win XP/Vista/OS7, though, there's a major difference in how the OS handles audio processing. In WIN XP, we still have hardware acceleration and DirectSound - this allows applications (such as games) to directly access your audio drivers. Literally, all DS is doing is passing the audio calls from the application straight to the drivers.

Vista and OS7, though, don't have audio hardware acceleration, as the whole audio kernel of the OS was re-written. Instead what happens is that there's now an API layer that exists between the application and your drivers. Audio calls in an application are intercepted by the API which then translates them into calls the drivers can handle. Quite literally, the job that DS used to perform is now emulated by WIN's built-in APIs - which adds a layer of latency to the audio process, and can also result in drastic changes to the audio calls . . . it can also result in applcations changing from 5.1 to 2.1 audio, sound to cut out from one or more speakers, audio to become muddy or loss of certain frequency ranges (i.e. bass), and numerous other issues that I don't feel like listing.

Here's an image showing Vista's audio architecture: http://ask.europe.creative.com/wwimages/Vista/audio_vista_whitepaper_im2.JPG

Compared to XP's: http://ask.europe.creative.com/wwimages/Vista/audio_vista_whitepaper_im.JPG

Notice under XP that DirectSound can directly access the audio drivers (so can OpenAL). But, in Vista DirectSound is replaced by WASAPI and pretty much everything that follows it in the audio processing stream . . . the only way to get around this "wall" is to use a 3rd party API - such as OpenAL (which, as you'll notice in Vista, can still directly access your audio drivers). The only caveat to this, though, is that both the application you're trying to run, and your audio hardware/driver must support OpenAL (most do at this point).
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Wow, interesting stuff. Thanks for the thorough explanation! It seems I'll never hear the end of failed new concepts introduced in Vista...

I do audio engineering, but up to this point I have done stricly musical engineering (recording, mixing, mastering, but all to end up as .wav's and latter *shudder* mp3's). I see that ASIO still communicates directly with the hardware in Vista (and Windows 7 I hope), which would be why I've probably never heard this case in the music audio engineering circles.

I see openAL escaped the Wrath of Vista somehow...maybe because its not Windows exclusive, therefore can't be dependent on Microsoft API's like Direct can (because Microsoft owns direct, right?). Seems like an encouragment for developers to use OpenAL over Direct; weird. Silly Microsoft!? Haha.
  14:50:46  3 February 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Wow, interesting stuff. Thanks for the thorough explanation! It seems I'll never hear the end of failed new concepts introduced in Vista...

I do audio engineering, but up to this point I have done stricly musical engineering (recording, mixing, mastering, but all to end up as .wav's and latter *shudder* mp3's). I see that ASIO still communicates directly with the hardware in Vista (and Windows 7 I hope), which would be why I've probably never heard this case in the music audio engineering circles.

I see openAL escaped the Wrath of Vista somehow...maybe because its not Windows exclusive, therefore can't be dependent on Microsoft API's like Direct can (because Microsoft owns direct, right?). Seems like an encouragment for developers to use OpenAL over Direct; weird. Silly Microsoft!? Haha.
---END QUOTATION---



Yeah, ASIO still works on Vista and OS7, if your hardware drivers and motherboard support it. It's a low-level driver interface, and TBH, I'm not really sure why it escaped the BS audio kernel that was introduced.

OpenAL gets around it a bit different - it's a 3rd-party API, and installs to the OS . . . but, it was written to operate like the 5 APIs within Vista/OS7. If your hardware and whatever software you're running support it, and it's installed, they'll typically go with that over the WIN APIs . . . and, yeah, it's been pushing developers and hardware manufacturers to start supporting OpenAL. TBH, it's less "buggy," and greatly reduces the amount of latency in the audio output stream - which in-turn reduces clipping and other latency induced audio issues.

What I'd like to see, though, are more companies start helping out in development of OAL. As it stands, there's only a handful of companies ATM working on development, and the two biggest are Creative and Apple. All the other audio manufacturers haven't really gotten involved . . .

. . . and it's funny how OAL came about, too. Creative weren't the ones to start development, but they picked it up after some crud went down during Vista's development process. Little known fact - during the development of Vista, MS did plan on keeping DirectSound. Both nVidia and Creative were involved in implimenting and writing the audio kernel with MS. Shit hit the fan, and nVidia decided to drop out of the project (not sure why), soon following MS dropped the project entirelly. It left Creative over 6 months behind in development for their Vista audio drivers, as they had to go back and re-write all of them for a different audio kernel than they originally intended (also why Creative's Vista drivers were so late to be released after Vista's release).

Anyhow, after that little fiasco, Creative got heavily into development of OpenAL - enough so that they implimented many of the features of their EAX library, all the way through EAX5.0HD - even including support for X-RAM features of the x-fi cards. I think that their intentions were that OAL would become the DirectSound of Vista, and one that MS has no control over . . . and it kinda works that way.



BTW, darius - sorry for the de-rail
  20:39:24  3 February 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Wow, interesting stuff. Thanks for the thorough explanation! It seems I'll never hear the end of failed new concepts introduced in Vista...

I do audio engineering, but up to this point I have done stricly musical engineering (recording, mixing, mastering, but all to end up as .wav's and latter *shudder* mp3's). I see that ASIO still communicates directly with the hardware in Vista (and Windows 7 I hope), which would be why I've probably never heard this case in the music audio engineering circles.

I see openAL escaped the Wrath of Vista somehow...maybe because its not Windows exclusive, therefore can't be dependent on Microsoft API's like Direct can (because Microsoft owns direct, right?). Seems like an encouragment for developers to use OpenAL over Direct; weird. Silly Microsoft!? Haha.

Yeah, ASIO still works on Vista and OS7, if your hardware drivers and motherboard support it. It's a low-level driver interface, and TBH, I'm not really sure why it escaped the BS audio kernel that was introduced.

OpenAL gets around it a bit different - it's a 3rd-party API, and installs to the OS . . . but, it was written to operate like the 5 APIs within Vista/OS7. If your hardware and whatever software you're running support it, and it's installed, they'll typically go with that over the WIN APIs . . . and, yeah, it's been pushing developers and hardware manufacturers to start supporting OpenAL. TBH, it's less "buggy," and greatly reduces the amount of latency in the audio output stream - which in-turn reduces clipping and other latency induced audio issues.

What I'd like to see, though, are more companies start helping out in development of OAL. As it stands, there's only a handful of companies ATM working on development, and the two biggest are Creative and Apple. All the other audio manufacturers haven't really gotten involved . . .

. . . and it's funny how OAL came about, too. Creative weren't the ones to start development, but they picked it up after some crud went down during Vista's development process. Little known fact - during the development of Vista, MS did plan on keeping DirectSound. Both nVidia and Creative were involved in implimenting and writing the audio kernel with MS. Shit hit the fan, and nVidia decided to drop out of the project (not sure why), soon following MS dropped the project entirelly. It left Creative over 6 months behind in development for their Vista audio drivers, as they had to go back and re-write all of them for a different audio kernel than they originally intended (also why Creative's Vista drivers were so late to be released after Vista's release).

Anyhow, after that little fiasco, Creative got heavily into development of OpenAL - enough so that they implimented many of the features of their EAX library, all the way through EAX5.0HD - even including support for X-RAM features of the x-fi cards. I think that their intentions were that OAL would become the DirectSound of Vista, and one that MS has no control over . . . and it kinda works that way.



BTW, darius - sorry for the de-rail
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No problem, this is all actually really interesting and informative!
  05:57:54  7 February 2011
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Darius6
The sound guy...
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On forum: 04/05/2007
Messages: 2131
Ok guys, I think CS Sound overhaul 2.0 should be done now. I'll try to get the files packed up later today.
Unfortunately, I had to cut a minor feature, which wasn't working as it should, but it's not a big deal. I tried to make the psy-zones to have a sound when being affected by one, but for some odd reason only some of that type of anomalies emitted the sound and others didn't. Anyway, as I said, no big deal. I might figure it out for a patch later on, or somesuch.
  05:33:45  8 February 2011
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Aggresive_Napkin
(Senior)
 
On forum: 08/21/2010
Messages: 74

---QUOTATION---
Ok guys, I think CS Sound overhaul 2.0 should be done now. I'll try to get the files packed up later today.
Unfortunately, I had to cut a minor feature, which wasn't working as it should, but it's not a big deal. I tried to make the psy-zones to have a sound when being affected by one, but for some odd reason only some of that type of anomalies emitted the sound and others didn't. Anyway, as I said, no big deal. I might figure it out for a patch later on, or somesuch.
---END QUOTATION---



HALLELUJAH
  11:05:18  12 February 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
S.T.A.L.K.E.R Clear Sky Sound overhaul 2.0

It's out, get it while it's hot!

Download thread:

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=22779&sec_id=21
  14:58:23  13 February 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Nice, man! Outstanding work, as usual!
  23:40:12  14 February 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131

---QUOTATION---
Nice, man! Outstanding work, as usual!
---END QUOTATION---



Thanks! Took my sweet time to finally get this out, just noticed that this thread was opened already in 2008!!! By far the longest time I've spent on doing a sound mod (though I must admit, I sort of lost interest with CS at some point and CoP sort of skipped in line for me, but eventually I got back to work on this one.)

Also, I noticed a small thing I overlooked: I forgot to add in the detector sounds. Although they are mentioned in the readme, they aren't actually included in the pack itself. So for now, you'll have to do with vanilla detector sounds. My bad, sorry!
  01:02:20  17 February 2011
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075
S'all good on the delay . . . I understand with CS, just look at my last AAO:CS release - '08 as well, and it's still technically in a "beta" state
 
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