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Sound Attribute Viewer and Tweaker (SAVandT)

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  12:14:11  18 August 2011
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
08/18/2011 12:20:39
Messages: 4189
Sound Attribute Viewer and Tweaker (SAVandT)

SAVandT is a small piece of software that can make a STALKER sound modder's life much easier. You can easily see and adjust the game sound type which affects how sounds are treated by NPCs, as well as the base volume, the sound range for the player and the maximum sound perception distance for NPCs.

  • Easy viewing and editing of STALKER .ogg sound file "comments"
  • Changes will automatically have an adjusted CRC-32 checksum added
  • Automatic conversion of standard Ogg Vorbis sounds to STALKER sounds
  • Should work with sounds for all current STALKER games

With this program and a good sound editor like Audacity 1.3.13 (as of this post) which can import and export Ogg Vorbis files, there is:

No more need to use the SDK to generate STALKER-compatible sound files.

No more hex-editing followed by a separate program to adjust checksums.

No more "Invalid ogg-comment version" errors.

No more time spent converting .wav to .ogg in the SDK just to change a single value.

Credits:

Primary author:
    NatVac (Metacognix)
Public domain CRC-32 implementation:
    Ross N. Williams
Reference material sources:
    {imperialreign}
    Darius6
    nihilant (comment structure)
    Xiph.org (Ogg Vorbis specs)


The software is available from the download page at Metacognix near the bottom (at the time of this post):

http://www.metacognix.com/files/stlkrsoc/

The end of this thread is likely to contain the most recent information on this utility and others like it. Normal forum members cannot edit posts after a couple of days, so the info above may be out of date at the time you read this.

(Please, no direct linking to the file as updates will likely make such links useless.)

¯¯¯¯¯¯¯¯¯¯
About a week ago, I saw the thread titled "Questions on sound editing"*, with folks wishing for a tool like this. I was going to link to an old thread where I asked for info about the data structure used by the sounds (to enable me to create such a program), but I started searching first. I was stunned to find an old thread on a German forum where nihilant (of fixoggcs fame) had posted info on the comment structure of STALKER sound files in May 2007 -- before I had even started considering modding. And I had seen the thread before! I just didn't know it for what it was at the time.

So I followed some leads: Xiph.org led me to Ross Williams; together they gave me the understanding of Ogg data streams and Vorbis sound structures, with checksumming for file transport reliability. With the STALKER sound attribute structure and constants provided, I had a program in beta-test three part-time days later. The rest of the time was spent on refining the interface a bit based on feedback. (It still stinks but it works well enough.)

No one complained about the basic functionality, but I don't have the SDK installed to know about the validity of the structures. I do know that it took me less than five minutes to load ghost_pda.ogg into Audacity, trim Ghost's redundant grinching about Vasiliev, export to .ogg, copy/paste the original comment parameters with SAVandT, and then test it out.

Yes, the five minutes included running STALKER, loading a save made before searching Ghost, and listening to the shortened PDA recording.

---QUOTATION---
*"Questions on sound editing"
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=20925&sec_id=16
---END QUOTATION---

  18:59:52  18 August 2011
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
 

Message edited by:
Lijenstina
08/18/2011 20:53:55
Messages: 1902
Thanks NatVac I'll test it out.

EDIT: Works fine. Added some songs to the Bar no error messages.
  21:57:13  18 August 2011
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aeru87
(Novice)
 
On forum: 02/15/2011
Messages: 47
thank you very much for sharing this!
  00:23:13  19 August 2011
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1517
Hey, so you're still alive, NatVac

Thanks for that awesome tool, works fine
  01:29:55  19 August 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
Been using this extensively lately, while working on S.O 2.0.
Works great! A lot less hassle, than working with the SDK's sound editor.
Thanks for this!
  06:12:10  19 August 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
 

Message edited by:
Steelyglint
08/19/2011 6:21:03
Messages: 5137
To be honest, NatVac, I think you'd have got away with S.A.V.A.N.T.

With the convolutions that are gone through in some cases to make a word out of an acronym, keeping both the 'A' and 'N' from 'and' would be only a minor sin.

Unless its a German S.A.V.andT. of course, in which case the 'ndt' ending would be appropriate.

I'm sure the tool is as wondrous as your other works, but I wouldn't have a clue how to use it, what to use it on or why. I'll leave that to the likes of imperialreign and enjoy the results when someone who knows what they're doing uses it.

.
  12:34:52  19 August 2011
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
 

Message edited by:
Lijenstina
08/19/2011 13:27:41
Messages: 1902
You can import any mono 44100 kHz .ogg sound in it ( or an already used .ogg from the game) and there you can apply comments to it- also copy /paste comments from other oggs used in the game or change existing comments. Makes sound fixing much easier.
The help file explains it nicely.
  15:00:37  19 August 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
It can also be used to read the commenting on the vanilla sounds for all 3 games . . . which can really help with determing to figure out just what GSC were thinking.

As well, it can also be used to determine the commenting values some of us modders set - in case someone else would like to make edits to the waveform, without losing the values we set (i.e. when Cromm made edits to the blowout sounds from AAO:CoP for his AF2.1).

It might not seem like much, but this is a tool a lot of us have been wishing for for a few years now.

I've been fiddling with it for a few days myself, and haven't run into any issues with it's functionality. Again, natvac, thanks for adding this to our tool arsenal!
  18:14:50  19 August 2011
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LiquidBronze
Senior Resident
 

 
On forum: 03/25/2007
Messages: 545
This is fantastic, thank you sir!!
  03:42:49  29 August 2011
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
You guys are welcome. I guess there are no real difficulties using SAVandT, then.

Omitted from the original feature list above (can't edit now):

No more "Missing ogg-comment" errors.

I'd like to belatedly thank the "volunteered" beta testers for being willing to help with validating the functionality. If any of you are still using an XR version, you might want to consider the 1.0 release as it has a little more flexibility with easier directory navigation, quick list refresh and "Save as..." functionality. See the help.

Tip: Create a shortcut on the desktop with your sounds\ root directory as the "Start in" directory if you work with the vanilla sounds or a collection of custom sounds organized in subdirectories, so that you can double-click the directories in the list to quickly get to the sounds you want to view/change.

Steelyglint, the tool is primarily for GSC game sound modders. Players and general modders don't need it. As for the name, try searching for it with "STALKER". SAVANT is so common, the search engines will helpfully correct your spelling of SAVandT for you. But it already appears on the first page the last time I looked, once you tell the engine you really want it the way you spelled it.
 
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