[RELz] Oblivifall - Ambiant Dungeon SFX

Post » Tue May 03, 2011 8:59 am

The Sound are awesome I haven't heaard any yet in any dungeon. I create and omod for it and truned it on. I tis reconized by bash and omm with the esp.. I just don't know if it is working especially since you guys say that if you maually install it you need to rename the fx folder so I wondering if it is working? Any ideas?
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Juan Cerda
 
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Post » Tue May 03, 2011 4:29 am

I like it, thanks cliffworms.
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victoria johnstone
 
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Post » Tue May 03, 2011 10:00 am

I love the concept of atmospheric noises in dungeons, but the looping soundtrack is about like the music for NWN or Final Fantasy - it's nice the first couple times, but after that it gets on your nerves. If I may make a suggestion: Why not just have a bunch of isolated sounds that play at random intervals? That would add much more to the immersion, IMO - you're not hearing the exact same sounds in the exact same order, over and over again, at the exact same interval. Just my two cents. :)
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Kyra
 
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Post » Tue May 03, 2011 10:24 am

Thanks for the feedback! :D
That folder mistake is typical of me. :P

I've just uploaded the new file with the fixed folder paths. Since it's a 65 mb download, those of you for whom the sounds do not play, take the Oblivifall folder in the Sounds\SFX directory and put it in your Sounds\FX directory. You can then delete the SFX directory.
Otherwise, simply delete the SFX (NOT FX!!) directory and re-download the file.
Thanks!


I love the concept of atmospheric noises in dungeons, but the looping soundtrack is about like the music for NWN or Final Fantasy - it's nice the first couple times, but after that it gets on your nerves. If I may make a suggestion: Why not just have a bunch of isolated sounds that play at random intervals? That would add much more to the immersion, IMO - you're not hearing the exact same sounds in the exact same order, over and over again, at the exact same interval. Just my two cents. :)


I understand your point. And I've thought about it for a while. :)
But I decided to create looped ambiances because having many hand-placed sound effects that play at random for the 300 (or more) dungeon cells is time consuming.
Also, having a sound effect that plays randomly may not be played at the right moments, or they might not fit with the environment or situation. While creating an already pre-made ambiance allows me to have more control with the tone and mood I want to give to the dungeons.
Finally, I've put the sound ambiances at a low volume, in-game, so that the sound effects are not too noticable but add to the general ambiance. I'm actually thinking of dropping the volume a bit more.
Thank you for your feedback, Walker! :goodjob:
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Yvonne Gruening
 
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Post » Mon May 02, 2011 10:55 pm

No problem, but I didn't mean hand-placed... I meant a collection of sounds in the sound folder that play at random intervals. Something like http://www.shsforums.net/index.php?autocom=downloads&req=search&code=all_author&id=7351 - the PCs have lines for certain situations, but they also have stuff they spout off at random. I understand your point about sounds coming off at the wrong time, but you kind of run into that with the looping soundtrack - you can't really ensure that something will come up at the "right time". But, that's cool. I do like the sounds you have, and if someone found a way to make them play randomly, I'd download it.
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scorpion972
 
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Post » Tue May 03, 2011 10:26 am

Finally, I've put the sound ambiances at a low volume, in-game, so that the sound effects are not too noticable but add to the general ambiance. I'm actually thinking of dropping the volume a bit more.


I ran them all through a -10 db filter, and they do seem to blend in better, while still sounding great. :bigsmile: If you like I can pm you a link, so you can try them out for comparison.
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City Swagga
 
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Post » Tue May 03, 2011 4:53 am

I'm all for lower sound volumes - they are loud.

Good but loud.
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Ezekiel Macallister
 
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Post » Tue May 03, 2011 12:28 am

What a fun, creative way to add to the scariness factor of exploring :)
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Gen Daley
 
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Post » Tue May 03, 2011 7:04 am

hmm its to bad that the link to this mod is broken dam i was going to download it too dam TES Nexus :banghead: EDIT happy to report link works now must of been just TES Nexus being down i must say the sounds are way to loud though.
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Jamie Lee
 
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Post » Tue May 03, 2011 9:37 am

I made typos when trying to help earlier. Don't know how that got by me. Maybe lack of sleep. Removed that. This ambient sound I'm noticing helps to keep me less bored somehow. As though there were more activity in a dungeon when I'm not paying attention I guess.
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Jesus Duran
 
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Post » Tue May 03, 2011 1:19 am

Ambiant Dungeon SFX has been updated to version 1.1

In the update, I've lowered a lot the background noises and played with the volume and panning of every sound effect contained in the sound ambiances. The results are directional sounds for a more natural and realistic ambiance. :)

I've also compressed the archive even more and dropped the size to 50 megs instead of 65! Wohoo! :P

Grab the latest version on http://www.tesnexus.com/downloads/file.php?id=29676

Have fun!
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Madeleine Rose Walsh
 
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Post » Tue May 03, 2011 12:25 am

Excellent. I have one question, though; I've placed all my sound files in two BSAs (one for voices, one for the rest). Will I encounter any oddities (as in have you edited the soundfiles) or can I just replace the esp?
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Miss K
 
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Post » Tue May 03, 2011 12:08 am

Could there possibly be problems with French characters in filenames?
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Gemma Flanagan
 
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Post » Tue May 03, 2011 2:02 am

This is really great! Audible ambiance is definitely something lacking in this game.
Now do the same for exteriors and maybe cities and I'll have to add a big bunch of silent tracks to my music collection! :laugh:
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Jose ordaz
 
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Post » Mon May 02, 2011 11:20 pm

This is really great! Audible ambiance is definitely something lacking in this game.
Now do the same for exteriors and maybe cities and I'll have to add a big bunch of silent tracks to my music collection! :laugh:

For cities, you can find http://www.tesnexus.com/downloads/file.php?id=14344 Although, it's not been made for Open Cities yet... and probably never will. I made my own personal version.

I already use Ambiant Dungeons SFX and I can wait for the update but TES Nexus throws back an error message at me right now, will try later. Directional sounds seems so great! Keep up the good work with Oblivifall, I'm eager for the full set!
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Roisan Sweeney
 
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Post » Tue May 03, 2011 10:17 am

Excellent. I have one question, though; I've placed all my sound files in two BSAs (one for voices, one for the rest). Will I encounter any oddities (as in have you edited the soundfiles) or can I just replace the esp?


Do you mean that your custom sounds, including Ambiant SFX's previous version's sounds, are in a BSA?
The sounds themselves have been modified, so I believe you would need to redo your BSA, replacing the old sounds with the new ones. :)


Could there possibly be problems with French characters in filenames?


I don't think so. I have not received problems regarding the French characters yet.

This is really great! Audible ambiance is definitely something lacking in this game.
Now do the same for exteriors and maybe cities and I'll have to add a big bunch of silent tracks to my music collection! :laugh:


That's already planned, but not part of Oblivifall. Actually I had the idea of doing Ambiant Dungeon SFX when I saw Blair Witch Project. I then took http://www.youtube.com/watch?v=eZMUhXNr7sw, converted it to a WAV file and made it play only at night in the Great Forest. It was simply... awesome and terryfying. :D

For cities, you can find http://www.tesnexus.com/downloads/file.php?id=14344 Although, it's not been made for Open Cities yet... and probably never will. I made my own personal version.

I already use Ambiant Dungeons SFX and I can wait for the update but TES Nexus throws back an error message at me right now, will try later. Directional sounds seems so great! Keep up the good work with Oblivifall, I'm eager for the full set!


Thanks Marie!
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Iain Lamb
 
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Post » Tue May 03, 2011 11:25 am

Ahh, thought so. Thanks for the verification.
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Lauren Denman
 
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Post » Tue May 03, 2011 4:20 am

I downloaded this awhile ago and finally got a chance to try it in game. It's great! The creepy factor is on the rise. Thanks for releasing it, Cliffworms! :foodndrink:
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Ben sutton
 
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Post » Mon May 02, 2011 10:54 pm

sooooo much atmosphere added with these sounds! sneaking through a cave is so much more creapy now :)

Great work... have an ice cream :icecream:
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Krystal Wilson
 
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Post » Mon May 02, 2011 8:42 pm

Ill try using this mod later today.
EDIT: LOL I barley heard any ambient sounds because my Music is way too loud, ill try turning off the music in the ini the next time I go on oblivion.

That's already planned, but not part of Oblivifall. Actually I had the idea of doing Ambiant Dungeon SFX when I saw Blair Witch Project. I then took http://www.youtube.com/watch?v=eZMUhXNr7sw, converted it to a WAV file and made it play only at night in the Great Forest. It was simply... awesome and terryfying. :D

I would love to try that.
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Nims
 
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Post » Tue May 03, 2011 7:36 am

No worries about the volume. I've dropped it in the CS. The background noises actually come from Oblivion's sounds used for dungeons.

So, just to confirm, the sounds in-game are much lower? They sound wonderful - the only thing I noticed with the samples is that they sound too loud.
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lauraa
 
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Post » Mon May 02, 2011 11:52 pm

So, just to confirm, the sounds in-game are much lower? They sound wonderful - the only thing I noticed with the samples is that they sound too loud.

yep, i never tried the old version, but this version is faint...and creepy :)
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KU Fint
 
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Post » Tue May 03, 2011 12:02 am

I downloaded this awhile ago and finally got a chance to try it in game. It's great! The creepy factor is on the rise. Thanks for releasing it, Cliffworms! :foodndrink:


Thank yo uvery much Vaisellias! I'm happy to make your dungeon experience more scary.... :evil:

sooooo much atmosphere added with these sounds! sneaking through a cave is so much more creapy now :)

Great work... have an ice cream :icecream:


Thanks for that ice cream and for your feedback! Yummy..

Ill try using this mod later today.
EDIT: LOL I barley heard any ambient sounds because my Music is way too loud, ill try turning off the music in the ini the next time I go on oblivion.


I would love to try that.


Hehe, Ambiant Dungeon SFX is made to go without music. :P
That's the reason why I'd love to make a general Oblivion Ambiant Sounds projects. Sounds that enhances some areas that already have sounds (Cities, wilderness), but also that adds ambiant sounds inside the places that do not have any. (Like inside houses) I love to play without music, but each time I enter a house and hear nothing at all (Not even a very low volume background noise of some sort) it kills it for me.
For example, hearing activity going on in the streets near the window while you are inside a house.

So, just to confirm, the sounds in-game are much lower? They sound wonderful - the only thing I noticed with the samples is that they sound too loud.


The samples are from the first version. They've been lowered a lot in the latest version. :)
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jennie xhx
 
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Post » Tue May 03, 2011 9:40 am

An update has just been released, fresh from Cyrodiil's spooky dungeons. :P

V1.2:
- Translated the French sound files to English for compatibility.
- Recompressed the sound files to drop down the filesize.


Before extracting the archive’s files to the right folders, you must delete the Dungeons folder, located in "Oblivion\Data\Sound\SFX\Oblivifall\", to get rid of the now unused french named files.

Have fun! I'll try to think of other audio ways to enhance the dungeons. :)


http://www.tesnexus.com/downloads/file.php?id=29676
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clelia vega
 
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Post » Tue May 03, 2011 5:21 am

An update has just been released, fresh from Cyrodiil's spooky dungeons. :P

V1.2:
- Translated the French sound files to English for compatibility.
- Recompressed the sound files to drop down the filesize.


Before extracting the archive’s files to the right folders, you must delete the Dungeons folder, located in "Oblivion\Data\Sound\SFX\Oblivifall\", to get rid of the now unused french named files.

Have fun! I'll try to think of other audio ways to enhance the dungeons. :)


http://www.tesnexus.com/downloads/file.php?id=29676


Thank you, just talking about this in the wrye bash thread - Much appreciated. I love the extra atmosphere this adds.
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Rik Douglas
 
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