[RELz] Side's EAX Control 1.0

Post » Thu Jun 10, 2010 10:00 am

Side's EAX Control

version 1.0

DOWNLOAD:
http://www.tesnexus.com/downloads/file.php?id=32128

DESCRIPTION:
this mod adds EAX effects, i.e. environment sound to oblivion. all the 3D sounds will sound much more natural: a big forest sounds big actually, mountains echo, interiors sound like they should according to the room size... distant sounds don't just fade, but vanish in the environment. hard to explain, you must HEAR this!

to hear the plugin in action watch this video from RebelMax:
http://www.youtube.com/watch?v=COqg8bkk1Eg

music and 2D sound like voices in the dialog menu are not effected. this mod does not add any sounds. it's compatible with everything.

- the effect presets and some settings get changed dynamically to fit the current cell (depending on room sizes for interiors, tree count or mountain height...)
- in the ini file you can set the default presets and some settings for the different interior room sizes or the 3 exterior types (mountains, forest, city)
- in game you can customize EAX effects for single cells or worldspaces by equipping the 'tuning fork' (added at first run).
- if you use pluggy, you are able to backup and restore your customizations (e.g. to another savegame).

the effect is changed only once after the player entered a new cell.
this mod will NOT affect system performance or hit FPS! the calculation of the effects is done by the digital signal processor (DSP) of you sound card.

TUNING FORK:
use the tuning fork to customize effect settings. in exteriors you can only change the whole worldspace. you must equip the fork in menumode, i.e. from the inventory, not using a hotkey. the values that are printed to the textinput boxes are the current values, not default values.

BACKUP and RESTORE:
open the console and type 'SideEAXBackup' or 'SideEAXRestore'. the data is stored in the pluggy folder: 'Documents\My Games\Oblivion\Pluggy\User' Files as a text file.



requirements:
OBSE 18
Oblivion EAX (http://www.tesnexus.com/downloads/file.php?id=17050)
EAX capable sound card (win7 or vista: you need ALchemy)

pluggy (optional, only needed for the backup feature)


if you like this mod you might want to have a look at my BetterMusicSystem, a complete overhaul of the music handling in oblivion: http://www.tesnexus.com/downloads/file.php?id=26892


ABOUT 3D SOUND:

how it works in real life:
any sound is generated by it's source in a 3 dimensional room. you can hear the sound directly and you can hear the sound reflected by surrounding walls, etc. depending on the room size and the material you hear from many to almost no reflections. another important parameter is the distance of the sound source. if the source is very close you hear most of the sound directly with very subtle room reflections. but if the source is far away or around a corner you only hear the reflections and no direct sound.

now oblivion with EAX:
the sounds in the oblivion world are also generated in a 3D room. this mod calculates the room size or environment type (like forest or city) and sets the correct EAX effect. EAX will emulate the reflections of the room. like in real life you will hear less direct sound the more you move away from a sound source. and this sounds really AMAZING!! :)


THE DIFFERENCE TO 'SOUNDSCAPER':
Soundscaper is another mod that adds EAX to oblivion. it depends on 'you are here', which is not really accurate especially if you use many mods, because it has to recognize the models that are in use by the current cell. (if a mod just places one ayleid object in the middle of a meadow you get a HUGE reverb that most likely does not fit any exterior situation.)
my mod just calculates the room size, so it will almost never fail. AND: i let you customize the default effects and the effect for any room or cell! (soundscaper added to much reverb for my taste. so if you don't like my taste, type YOUR'S into the ini file!)

:)
User avatar
Nikki Hype
 
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Post » Wed Jun 09, 2010 9:58 pm

Question, does it work on WIn7 with or without alchemy active?
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Sarah Edmunds
 
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Post » Wed Jun 09, 2010 11:25 pm

Instant download. That video was awesome
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Emily Martell
 
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Post » Thu Jun 10, 2010 5:31 am

What exactly was changed from 0.9?
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Robert Devlin
 
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Post » Wed Jun 09, 2010 11:06 pm

Question, does it work on WIn7 with or without alchemy active?


alchemy must be installed and set up.

What exactly was changed from 0.9?


1. the old script caused a lag on cell change in heavily modded cells (like better cities). it took a while to narrow this down. fixed now, no lag anymore.
2. a bug prevented the tuning fork to 'treat as...' a previously customized cell again.
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Angelina Mayo
 
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Post » Thu Jun 10, 2010 4:35 am

alchemy must be installed and set up.



1. the old script caused a lag on cell change in heavily modded cells (like better cities). it took a while to narrow this down. fixed now, no lag anymore.
2. a bug prevented the tuning fork to 'treat as...' a previously customized cell again.


Any particular settings to use when creating a profile in alchemy for this?
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Robyn Howlett
 
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Joined: Wed Aug 23, 2006 9:01 pm

Post » Thu Jun 10, 2010 4:49 am

Any particular settings to use when creating a profile in alchemy for this?


i just installed alchemy and the profile was created automatically.
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Sarah Kim
 
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