ambient_audio_overhaul_v095.zip —
For Stalker: Shadow of Chernobyl - compatible with vanilla v1.00 - v1.06, Sound Overhaul v1.07, Oblivion Lost v2.2;
This mod is intended to pick up where the Sound Overhaul mod left off, and update many of the ambient sounds with improved quality sounds. The idea is to add some more atmosphere and ambience to the Zone.
I've also started fixing some annoying audio issues as well, you'll no longer hear Sakharov from outside the mobile lab, no longer hear bar patrons from outside the bar proper, etc.
This is still a work in progress, so feedback is most entirelly welcome!! Enjoy!
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ::::::::::::::::::::: AMBIENT AUDIO OVERHAUL ::::::::::::::::::::::::: :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: by: {imperialreign} *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). I fully recommend installing Sound Overhaul prior to this mod, and the two should compliment each other nicely. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: v0.8 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 :p *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 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ v0.9 Features: *adjusted attenuation distance for stalker and rookie idle chatter, and campfire chatter *replaced all footstep audio Changes: *adjusted bloodsucker volume settings *adjusted bar patron and barman volume levels 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ v0.9.5 Features: *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 Changes: *revised ambient gunfire sounds *revised some footstep sounds *removed a few erraneous ambient sound entries ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: INSTALLATION :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: >> For vanilla SoC, v1.00, v1.06: *Back up your current gamedata file (just incase something gets screwed up)! *Go into the <main> folder and copy the <gamedata> folder to your SoC directory, overwriting any files. *Open the fsgame.ltx file in your SoC directory, change both values following the &gamedata& line to TRUE >> For vanilla + Sound Overhaul 1.07: *Back up your current gamedata file (just incase something gets screwed up)! *Go into the <main> folder and copy the <gamedata> folder to your SoC directory, overwriting any files. *Open the <comp_SoundOverhaul> folder, and copy the <gamedata> folder to your SoC directory, overwriting any files. >> For Oblivion Lost 2.2: *Back up your current gamedata file (just incase something gets screwed up)! *Go into the <main> folder and copy the <gamedata> folder to your SoC directory, overwriting any files. *Open the <comp_OL22> folder, and copy the <gamedata> folder to your SoC directory, overwriting any files. *If you'd like to only have radio chatter at the bar with no radio music, open the <bar_radio_chat_no_music> folder found in <comp_OL22> and copy the <gamedata> folder to your SoC directory, overwriting any files. >> Optional: *********This is an entirelly optional step not necessary for this mod to work! ********* ****Make a backup of the <bin> directory in your main SoC folder!!!!!!! If you Don't make a backup, and these files don't work right, you will lose all audio and end up having to reinstall! ****You've been warned! *In the <optional> folder, copy both files into the <bin> folder of your SoC directory. NOTE: These are the most current versions of eax.dll and wrap_oal.dll I could get my hands on. I did not include the most current version of OpenAL32.dll, as I could not get SoC to accept it. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: CREDITS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: *original "fixed" annoying NPC sounds (voronin, sakharov, duty guard, snitch, etc) from: Mtang - Annoying Audio Fix mod *base sounds for whirligig, gravi, vortex anomalies, gunfire and nightvision loop from: Darius6 - Sound Overhaul mod v1.07 *base "radio chatter" sounds from: Kanyhalos / OL team - Oblivion Lost v2.2 mod music tracks: *main menu theme music - Front Line Assembly, "stalker" (edited) - from the album "Implode" *bar music - Milla, "In a Glade" (edited) - from the album "The Divine Comedy" - Òàòó, "×òî íå õâàòàåò òåáå" (edited) - from the album "Ëþäè èíâàëèäû" - Àëèñà, "Ïðàâîñëàâíûå" (edited) - from the album "Ñîëíöåâîðîò" - Ñëîò, "Âîðîíêà [OST Äíåâíîé Äîçîð]" (edited) - from the english-release EP "2 Âîéíû" *all other base sounds obtained from various legitimate and free sources around the internet - much thanks to the many audiophiles out there willing to make their recordings free to the public! *all the stalkers over at the ZSG forums and TPU for putting up with my antics and pestering for playtesters. *any other users who I might've forgotten, or accidentally overlooked - please let me know so I can credit you here as well! ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: CONTACT INFO ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: If you have any questions concerning compatibility of this mod with OL2.2, SO1.07 or SoC1.06, address them through me - NOT THE AUTHORS OF THE AFOREMENTIONED MODS! Feel free to include this mod, or any part of it, in your own mod - just make sure to give credit for it! If you'd like to provide feedback, recommendations, requests, or if you have any questions concerning audio hardware and software in general, or whatever, I can be dug out from the shadows at the following message boards: http://forums.techpowerup.com/ http://stalker.heroesradio.com/Forum/index.php http://forums.mindphaser.com/ learn something about general audio: http://forums.techpowerup.com/showthread.php?t=64921 any Creative X-Fi related questions or issues, fire 'em here: http://forums.techpowerup.com/showthread.php?t=40613 I use and recommend the following audio manipulation programs: Sony SoundForge 9c (and earlier Sonic Foundry versions) Audacity Creative WaveStudio 7.10
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