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CS Ambient Audio Overhaul feedback

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  02:23:44  8 December 2008
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075
CS Ambient Audio Overhaul feedback

Clear Sky Ambient Audio Overhaul feedback

Seeing as how ZSG forums are down . . . indefinitely . . . I'm moving the feedback thread here - hopefully this will mean more feedback in general as well.


Most recent version vailable for download is still: v0.3 beta

can be downloaded here: [link]http://stalker.filefront.com/file/Clear_Sky_Ambient_Audio_Overhaul;94716[/link]



The college semester is gearing down, and I'll be gearing back up for another release of this mod, as well as AAO for SoC - I still have quite a bit I'd like to change, add and impliment, and want to get this mod closer to a v1.0 release.

Forthcoming release will also have reduced individual file sizes, more new anomaly sounds, some new material sounds, and new sounds for some mutants - as well as some new ambient sounds, and refinement to the ambient audio. I'm also planning on new material sounds as well.

Also in the works - I'm planning on overhauling much of the Freedom HQ dialouge audio . . . to reduce the "hippiness" of the faction a bit - but, I'll either leave it as an option, or release that mod seperately, haven't decided yet.

Also, there will be some changes to the sound environment tables - for those running EAX, or OpenAL supported audio hardware.


For the most part, the CS version of the AAO will almost mirror the SoC version, with some exceptions - one can expect the next release version for CS within a week or two of the next SoC release.



So, any feedback is very much welcome! Suggestions, recomendations, criticisms, complaints, whatever . . . this is still somewhat of a beta version, as I iron out the kinks imposed by how CS handles ambient audio, and audio in general - so, the more feedback I can get, the quicker I can get things moving along!
  10:14:16  15 December 2008
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Elementlmage
Sanity is the state of mind that you believe in sanity
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On forum: 04/08/2007
 

Message edited by:
Elementlmage
12/15/2008 10:18:57
Messages: 258
Well, I suppose I'll be your first. My question really has nothing to do with you mod though. I was wondering what software you use and if you had any suggestions? I am getting ready to overhaul the gun sounds effects and was wondering if you could offer a few suggestions.

As of now, I have been using Gold Wave for all of my audio needs.
  22:43:31  15 December 2008
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Well, I suppose I'll be your first. My question really has nothing to do with you mod though. I was wondering what software you use and if you had any suggestions? I am getting ready to overhaul the gun sounds effects and was wondering if you could offer a few suggestions.

As of now, I have been using Gold Wave for all of my audio needs.
---END QUOTATION---



well, if money is tight - Audacity is available for free.

If you have a Creative sound card, Creative has WaveStudio available for download from their downloads section.


My personal preference is Sound Forge - I've been using that since version 5 years ago - although it's not exactly cheap, it's probably one of the most powerful, flexible and versatile audio editing tools available.


For further editing STALKER audio files, you'll also need to download the MP SDK - the sound editor that is built into the level_editor program will properly comment a .wav file and convert it to .ogg for the game to use. It also allows you to adjust some settings used for playback within the game.

It's a lot easier than doing the hex-edit method, IMO, which also doesn't allow you the option of adjusting the actual settings that go into the comment.
  07:38:15  16 December 2008
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Elementlmage
Sanity is the state of mind that you believe in sanity
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On forum: 04/08/2007
 

Message edited by:
Elementlmage
12/16/2008 7:57:51
Messages: 258
Well, mostly I'm just remastering the gun sounds from Stalker(SoC and CS) so all the comments should still be intact. But, I'm dling the SDK just to be on the safe side(and maybe have a little fun). I've gotten the SVU and SVD to sound almost perfect and my berretta.... aw crap, it didn't save properly. Damit, I had that sounding awesome!

Maybe I'll grab myself a trial version of Soundforge and play around with it. I've heard it's a good program, but I have never personally used it.

-Edit-
Phew, thank god for foresight. I just remembered that I wrote down everything that I did to all of the audio files that I have edited so far.
  22:41:55  16 December 2008
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Well, mostly I'm just remastering the gun sounds from Stalker(SoC and CS) so all the comments should still be intact. But, I'm dling the SDK just to be on the safe side(and maybe have a little fun). I've gotten the SVU and SVD to sound almost perfect and my berretta.... aw crap, it didn't save properly. Damit, I had that sounding awesome!

Maybe I'll grab myself a trial version of Soundforge and play around with it. I've heard it's a good program, but I have never personally used it.

-Edit-
Phew, thank god for foresight. I just remembered that I wrote down everything that I did to all of the audio files that I have edited so far.
---END QUOTATION---



well - just to give you a head's up; I've tried editing just the .ogg files from the game database, and resaving it skews the comment. Typically, when a file is saved as an .ogg, there's a small metadata section that is used to store artist, title, track number, year, etc. for use with media players. STALKER, instead, uses that section to store the information the game needs for playback of that sound - it's minimum and maximum range, attenuation curve, type of sound, etc. So, editing an .ogg and re-saving it, you lose all the infomation as sound editing software isn't designed to save an .ogg with the comments needed . . .

hence the need for the MP SDK.

If you've got any questions about using SoundForge and/or the SDK, I'll answer what I can for ya! Good luck with your project, man!
  23:33:01  16 December 2008
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Don Reba
Bishop and Councilor of War
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On forum: 12/04/2002
Messages: 11648
There was a project for making a stand-alone batch ogg commenting tool, but its initiator left. If somebody needs it and picks it up, then it can still be done.

https://gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=7&thm_id=15691&sec_id=16
  08:56:56  10 January 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075
been giving this some thought . . .

how many users leave the "dynamic music" enabled?

was curious, if there's enough users who do so, I might be willing to "enhance" the dynamic music used in CS . . .

if you have any thoughts one way or the other, let me know . . .
  13:02:43  12 January 2009
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RDXDukeOfHazard
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On forum: 09/23/2008
Messages: 498
slightly off topic but you seem to know some things, how can I extract music from the game files?

Last time I used Soundforge was in the 90's used it till they did an upgrade and I could not get on with it so went over to Wavelab and been using it ever since.
  17:44:13  12 January 2009
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{imperialreign}
Звуковой Шаман
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On forum: 10/29/2008
Messages: 3075

---QUOTATION---
slightly off topic but you seem to know some things, how can I extract music from the game files?

Last time I used Soundforge was in the 90's used it till they did an upgrade and I could not get on with it so went over to Wavelab and been using it ever since.
---END QUOTATION---




first up, to get the game audio out, you'll need the database extractor: [link]http://stalker.filefront.com/file/Clear_Sky_Game_Database_Unpacker;93774[/link]

it'll extract all the game files and place them into a seperate gamedata\ folder; all audio will be located in gamedata\sounds\ folders.

Curious - how's WaveLab compared to the earlier SoundForge versions? I've been running SoundForge since v5.0, back when it was still done by Sonic Foundry before SONY purchased them . . . y'know, back when the price for SoundForge was reasonable. If I had to purchase the software new, I wouldn't - not at $295. The $50 upgrades every couple of years are resonable, though, so I've kept up with the updates . . .

Only other audio editing software I use occasionally is Audacity and Creative WaveStudio, both free; although SoundForge is my weapon of choice 99% of the time.

I'm just curious, as SF has been slowly going downhill under SONY's direction - the last "upgrade" was a joke, IMHO; there were a couple of useful new features and some redesigned stuff, but nothing really worth the upgrade . . . I'm considering moving over to WL myself.


Oh, and if you have any other questions concering audio in CS, don't hesitate to ask!
  18:33:09  12 January 2009
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RDXDukeOfHazard
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On forum: 09/23/2008
Messages: 498
Well back then....long time ago LOL everything was cheaper. but seriously I found Wavelab to be easier to use, it's hard to explain but it just works. I suppose each to his own, but I agree with your sentiment that since Sony bought/gulped them up the price rose quite drastically. You can say similar thing to Logic Audio, I personally know many people who purchased £2.500 Windows machines just for running Logic then they Apple bought them up and completely stopped supporting the windows version. This is the reason why I ABSOLUTELY HATE APPLE, and truth be told if I had the cash I'd close it down.
 
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