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Can't bypass default "use" sound

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  23:25:25  14 November 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Well, thats odd.
Did you check the sound commenting against other sounds in script_sound.ltx that also have type = actor.
The only thing I can think of is that the base sound level is too low. Try increasing it in SAVandT.
  01:18:24  15 November 2012
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soopytwist
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On forum: 03/30/2010
Messages: 447
It's the same.

I changed them all to:

Game Sound Type = NPC_talking
Base Sound Volume = 1.0
Minimum Distance = 2.5
Maximum Distance = 75.0
Maximum AI Distance = 2.0

Which is the same as other type = actor sounds.

Just checked Sound File Info in SAVandT. All my new sounds have a Nominal Bitrate of 96000 and the Comment CRC is 99007F4F.

Original vanilla Ogg's in CS for Interface for example have a Nominal Bitrate of 48000 and the Comment CRC is A59F6130. I don't know what these "Comment CRC" are but the bitrate could be the cause...?
  02:09:21  15 November 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Ignore the comment CRC.
You'll need to reconvert the sounds to 128Kbps, 44100Hz bitrate, and then redo the comments.
I use Freemake Audio converter (http://www.freemake.com/free_audio_converter/) because of its ease of use, speed, and options. It can join files in addition to converting them as well. Its also 99% idiot proof. One of its OGG presets is the required settings for Stalker sounds, so its as easy as loading all the sounds in, hitting OGG, selecting the correct preset, and then hitting convert.
  19:05:35  15 November 2012
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soopytwist
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On forum: 03/30/2010
Messages: 447
Freemake is complete arse. Apart from it's (failed) valiant attempts to install other crap on my PC and boot me over to ad sites it does not have a setting to convert for Stalker games. All it has is the option to convert to 128kbps ogg, which are all stereo (which sounds in CS are not) and no comments.

Either way, the sounds still don't play properly as before. I use Goldwave for editing sounds (have done for many years), though it does not have the ability to save to 128kbps, it does have a number of other bitrates etc...and I've tried them all.

My conclusion after all this lengthy malarkey is that item use sounds are not possible in Clear Sky. If it were, someone would have done it already - well I just confirmed, in a roundabout way, that it can't be done.
  00:56:29  16 November 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340

---QUOTATION---
Freemake is complete arse. Apart from it's (failed) valiant attempts to install other crap on my PC and boot me over to ad sites it does not have a setting to convert for Stalker games. All it has is the option to convert to 128kbps ogg, which are all stereo (which sounds in CS are not) and no comments.
---END QUOTATION---


Comments are essentially extra metadata, which is discarded during conversion. Freemake has never tried to install other crap on my PC, or boot me over to ad sites. If you didn't get it from the link I provided, I suspect you didn't get the genuine product. And restoring comment data is easy if you copy it from an existing sound, and paste it into the new sound.
For it to convert to Mono, you need to create a custom preset. The default 128kbps is a Stereo preset. Just select "Add your preset", select Mono instead of Stereo, and make sure bitrate=128kbps, and sample rate=44100Hz, and give it a new name. Then convert with it.


---QUOTATION---
My conclusion after all this lengthy malarkey is that item use sounds are not possible in Clear Sky. If it were, someone would have done it already - well I just confirmed, in a roundabout way, that it can't be done.
---END QUOTATION---


The only reason it has already not been done is the lack of CS modders who could potentially come up with such an idea. There is only a handful of us. Now I'm going to grab the CoP sounds, and test this for myself.
  09:50:49  16 November 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Grabbed the CoP sounds, added the code, sounds play at full volume fine, only issue is if I use multiple items in quick succession the sounds might not play, but otherwise, no problems.
  19:03:31  16 November 2012
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
 

Message edited by:
soopytwist
11/16/2012 19:08:22
Messages: 447

---QUOTATION---
Grabbed the CoP sounds, added the code, sounds play at full volume fine, only issue is if I use multiple items in quick succession the sounds might not play, but otherwise, no problems.
---END QUOTATION---



That's interesting. This could be a hardware issue then. I have a Creative X-Fi Fatality Pro sound card. I use Daniel K's drivers rather than Creative's own because they have never worked so well with Windows 7, especially concerning 5.1 and 7.1 surround and EAX.

I did notice using items in quick succession don't play but for me just using any other item after using a different one doesn't always play either, even if I wait a few moments. Or the sound plays quietly or in one channel. I saved them all as 128kbps mono 44100Hz OGG.

I downloaded Freemake from the link you supplied, perhaps they changed how it installs since you installed it last? I had to opt out of installing at least three internet tool bars and it opened an add site when it installed and when I ran the program it tried to access my browser again but I'd already killed my connection.

EDIT

I should also point out I did have Clear Sky Complete v1.1.2 installed when making and testing this mod. Also, do we know if Clear Sky uses DirectSound3D or OpenAL?
  20:22:03  16 November 2012
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
Messages: 447
RESOLVED!

Got it fixed!

I went and deleted everything and started again. First I started with an empty gamedata to test the vanilla game, re-wrote the scripts, copied over the CoP sounds and kept them in the interface folder this time. Tested the game and the sounds play fine.

Next I deleted the gamedata folder and reinstalled Clear Sky Complete, then re-merged, by hand, all my scripts and copied the rest over from my vanilla version. Tested the game again and they work!

Difficult to pin down exactly what the problem was before, maybe the game just didn't like playing the sounds from a new folder (item_usage). All the sounds are now in the interface folder with the other sounds.

Well, anyway it's all sorted - thanks Setakat you've been a massive help, have credited you in the documentation for my mod. I've already got version 1.0 without sounds pending on FileFront, once it gets approved I'll upload this new 1.1 version with the working sounds to replace it.

Thanks again.
  01:19:29  17 November 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
 

Message edited by:
SetaKat
11/17/2012 1:22:46
Messages: 6340

---QUOTATION---
I downloaded Freemake from the link you supplied, perhaps they changed how it installs since you installed it last? I had to opt out of installing at least three internet tool bars and it opened an add site when it installed and when I ran the program it tried to access my browser again but I'd already killed my connection.
---END QUOTATION---


Yeah, I remember that. Freemake is freeware, so they probably have sponsors from the companies that make those internet toolbars. That sort of stuff is a common occurrence when using freeware programs.
I reran my installer, and they must have changed the installer, since it ran off and redownloaded it. The opening of the browser just opened a "Thank you for installing Freemake" page.

Actually, it must have updated at some point, since originally I couldn't set 128kbps 44100Hz Mono in the OGG conversion format, and now I can. Just remembered that.

Also, this is probably a safer bit of code.

function on_use_item(obj)
    local snd = items[obj:section()]
    if snd ~= nil then
        xr_sound.set_sound_play(db.actor:id(), snd)
    end
end

If the mod adds an item that isn't in the list, it won't crash. Dunno if it is necessary, but given some of GSC's code, it wouldn't hurt.
 
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