Ambient Audio Overhaul



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 

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


*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


*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


>> 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&apos;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&apos;t make a backup, and these files don&apos;t work right, you will lose all 
    audio and end up having to reinstall!  

****You&apos;ve been warned!

*In the <optional> folder, copy both files into the <bin> folder of your SoC

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.


*original &quot;fixed&quot; 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 &quot;radio chatter&quot; sounds from: 

Kanyhalos / OL team - Oblivion Lost v2.2 mod

music tracks:

*main menu theme music - Front Line Assembly, &quot;stalker&quot; (edited) - from the 
			 album &quot;Implode&quot;
*bar music	       - Milla, &quot;In a Glade&quot; (edited) - from the album &quot;The 
			 Divine Comedy&quot;
		       - Òàòó, &quot;×òî íå õâàòàåò òåáå&quot; (edited) - from the album 
			 &quot;Ëþäè èíâàëèäû&quot;
		       - Àëèñà, &quot;Ïðàâîñëàâíûå&quot; (edited) - from the album
		       - Ñëîò, &quot;Âîðîíêà [OST Äíåâíîé Äîçîð]&quot; (edited) - from 
			 the english-release EP &quot;2 Âîéíû&quot;

*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&apos;ve forgotten, or accidentally overlooked - please
 let me know so I can credit you here as well!


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&apos;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:


learn something about general audio:


any Creative X-Fi related questions or issues, fire &apos;em here:


I use and recommend the following audio manipulation programs:

Sony SoundForge 9c (and earlier Sonic Foundry versions)
Creative WaveStudio 7.10

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