SoC - ambient audio overhaul feedback thread -1 reply

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#1 10 years ago

v0.9.5 has been posted, can be downloaded here: [COLOR=blue]Ambient Audio Overhaul, Stalker Downloads, Stalker Sound and Music[/COLOR] summary from the readme:

*Compatible with SoC vanilla v1.06, Sound Overhaul 1.07, Oblivion Lost 2.2 The purpose of this mod is to "pick up" where Sound Overhaul has left off, 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, heraing NPCs from outside of the bar, hearing some audio from very far distances). features: *additional and improved ambient sounds for all times of day *adjusted playback distances and volumes *adjusted occlusion scale *"fixed" NPC dialogue attenuation - you'll no longer hear MOST bar patrons outside of the 100 Rads, you won't hear Sakharov from outside of the field lab, you won't hear the AWOL soldier in Agroprom from half-way across the locale, etc. *adjusted some storyline sounds - most notably PDA radio interupts *added different radio music to the 100 Rads, it won't be the same thing playing every time; adjusted volume/attenuation to be closer to that of a analogue dial-tuned radio with poor quality speakers and reception *new anomaly sounds for electro and burner anomalies, new idle sounds for whirligig (and new "blast" sound), vortex and springboard - added idle sound for burnt fuzz anomaly. *"tweaked" bloodsucker sounds *new Main Menu theme music *adjusted attenuation distance for stalker and rookie idle chatter, and campfire chatter *replaced all footstep audio *adjusted attenuation distance for Duty and Freedom idle chatter, and campfire chatter *added 2 solitary cricket sounds *extended time period between ambient sounds for nighttime, mornings - nighttime is now very quiet and still *changed some blinddog sounds for Oblivion Lost 2.2: *adjusted "radio chatter" sounds at the bar so that they run together and individual files don't stick out like sore thumbs. for Oblivion Lost 2.2 and Sound Overhaul 1.07: *recommented the nightvision loop file - AI will no longer "hear" your nightvision running, and it will no longer register on the HUD sound bar. Note, though, you and AI can still hear you turning nightvision on and off. Still in progress: *determine an incompatibility issue with SoC vanilla v1.05 - all other versions are playable, though (v1.00, 1.01, 1.03, 1.04, 1.06) *replace object collision sounds *replacing all anomaly sounds *replacing and tweaking other mutant sounds *adjusting attenuation of NPC dialogue sounds - no more hearing idle NPCs from the other side of the zone *more ambient sounds *replace ambient level music *attempting to be able to "switch off" certain level and ambient sounds when entering certain areas - i.e. when inside the 100 Rads, underground or within the labs *possibility of having different ambient sounds for particular locales *turning off dying stalker sounds when an NPC recieves a fatal headshot

looking for feedback - specifically, users with v1.05 - compatiblity has been brought into question by a couple of other users and I need some further testing to determine if an incompatiblity issue does exist (although I don't see why it would). otherwise, let's hear some thoughts, opinions, concerns, critiques, etc :cheers:




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#2 9 years ago

Some questions here: 1) why did you change the ogg-comments (max_dist and max_ai_dist) in the soundfiles? Original bird1.ogg: 10/75. you changed it to 80/150. Why? 2.) some soundfiles have "cracks" at the beginning. For examples bdog_panic_1.ogg or rnd_dark5.ogg. Maybe its my soundcard but maybe its a fault. 3.) It would be great to hear some examples of your mod on youtube or somewhere else.