Problem: the sound of underwater swiming

Post » Thu Sep 02, 2010 1:08 am

Well I'm going to break my commitment to not create help me threads because this one is just about driving me nuts and I can't find the cause of it.

What seems to be happening is that when my character dives into water there is an accompanying sound of underwater swishing. This sound though is different than the vanilla underwater effect or the replacement sound files offered by mods such as OSSO. It is quieter and sounds like what one would experience if in a cave with a pool of water and without any waves and one were slowly swimming or paddling in the water. It is like small creaking noises almost with no bubbling noises.

Now here is the annoying part. If my character goes into the water once - just once - the the sound remains with the character when he moves - from then on. So I'll hear running and creaking like swimming noises at the same time.

Saving and exiting to reload the game and it still remains. Very frustrating :verymad: ... and no in game event I've found decouples the sound from the character again. After I learned about this game play has consisted of avoiding getting wet, but this just can't continue.

I've been through every loose sound file in my data folder and cannot find the sound effect.

I've yet to dismantle the entire load order to find the cause and I guess I will also have to explore the various BSA archives to see if it is in there. If so then I guess I can see what is loading it.

What I fear is that it is added by a script or something and not easily decoupled from the character movement.

So does anyone have any ideas of what to look for?
Any console commands known to list sounds currently played?
Any known scripts (maybe from OBSE) that might have stuck commands/whatever for being underwater?
Anyone ever hear of this before?

Load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Windfall.esm03  Jog_X_Mod.esm04  ScreenEffects.esm05  All Natural Base.esm  [Version 1.0]06  Cobl Main.esm  [Version 1.73]07  TamRes.esm08  Harvest[Containers].esm09  Waalx Animals & Creatures.esm0A  VASE - core.esm0B  TamrielTravellers.esm  [Version 1.39c]0C  Armamentarium.esm  [Version 1.35]0D  Artifacts.esm  [Version 1.1]0E  Hemingweys Capes Improved.esm  [Version 3.0b]0F  Better Cities Resources.esm  [Version 4.8.4]10  Progress.esm  [Version 2.2]11  NNWAEMaster.esm12  CLS-Craftybits.esm13  CustomSpellIcons.esm14  PMSneakySummons.esm  [Version 1]15  MALO - MAIN.esm16  Oblivifall Master File.esm  [Version 1.0]17  John's Leveled List Overhaul.esm18  Unofficial Oblivion Patch.esp  [Version 3.3.2]19  DLCShiveringIsles.esp1A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]1B  SM Plugin Refurbish - SI.esp  [Version 1.30]1C  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp1D  Better Cities .esp1E  TamRes.esp1F  Natural Selection.esp  [Version 1.0]20  Environment Mods - 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Thanks for any help.
User avatar
Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Thu Sep 02, 2010 2:01 am

Do you use onboard sound? I used to have a problem with a running water noise that would crop up periodically. In my case, it would go away after reloading, so it might not be the same issue. Anyway with the help of Beth tech support and some folks on the forums, I finally managed to get rid of it by disabling hardware acceleration for my sound card. You can do this in Windows settings or in the Oblivion ini. I did it via the Oblivion ini by setting bDSoundHWAcceleration to 0 in the Audio section.
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sam smith
 
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Joined: Sun Aug 05, 2007 3:55 am

Post » Wed Sep 01, 2010 2:30 pm

Changing the ini did not work and I didn't think it would because my other install which is FCOM centric does not have this issue.

In fact it works as it should - with bubbly noises and all - and that stops once on land.

So the cause is likely a mod that is not common between both and only in the TIE-WAC load order...that narrows things down.
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Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Wed Sep 01, 2010 5:08 pm

Disable my Combat Archery mod and see if that is the source. I am very unhappy with my sound control in that mods (I have had to use some very Hacky Mchack Hackery methods)
But I have little to almost NO options for manipulating sound in this game.

For exsample once you start a sound using Playsound3d you cannot stop it until it has run thru its entire file.
I have asked the OBESE team for more commands to wrangle sound but I fear this may be too much to ask for as the game itself seems to only have basic sound controls and animations are the primary master of what sounds are played in the game. The animation files actually have the sound triggers in them.

Playing a vanilla fire shader for example produces a fire sound effect.

Some would say that is convenient, but for a modder it can be a pain in the but.
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Craig Martin
 
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Joined: Wed Jun 06, 2007 4:25 pm

Post » Wed Sep 01, 2010 6:50 pm

The only mod of yours that is not in common to both my load orders is combat magic - just tested with all your mods disabled and the issue is still there.

I didn't think it was yours or any mod that the two load orders have in common.

I suspect either a tweak in the bashed patch or some oddball mod that is only in the problem load order.

Look at it more tomorrow - after going over the new WAC beta and finding issues with it and rebashing my patch 30 times I'm out of brain power for this.
User avatar
e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Wed Sep 01, 2010 12:49 pm

Found it!!

I was wrong, Duke, and as usual you were right - the culprit is Basic Hypothermia and the sound that never goes away is called WetMove2.wav ... I forgot I had this loading earlier than bash.

[edit] but it is not a real problem after all - as soon as the character is dry it goes away, so load order was not an issue either - not recognizing what the sound was for was.

Now I suspect you are grumbling rtfm - and I did but I did not not see anything about sound effects ... this was made more confusing because, to me, the sound effect does not sound like wet clothing at all - it sounds like swimming in gentle waters and that it played on entering water I thought another mod was trying to replace the swimming sounds. I was familiar with teeth pvssyring and sighing from heat, but this one - so I thought I knew the mod.

Since I did not associate the sound with being wet it did not occur to me to wait by a fire and so I'd reload and it was there and the rest is this thread.

I guess now that I have that perspective it does sound a bit like dripping water - like dripping from clothes. I probably would have gone more for the sound of wet laundry being dropped replacing the footfalls.

anyway - if a mod sees this and wants to lock - please do.
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Alexander Lee
 
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Post » Wed Sep 01, 2010 5:19 pm

The noise is just water in your ears.
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victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Thu Sep 02, 2010 1:34 am

Yes, Hypothermia has been put on the back burner for a while. If I ever get around to working on it again remind me to change the sound effect to a better one then.

On the other-hand you could just change the wave file for one you like and rename,e it the same name. Then copy it into the sound folder over the old one.
If I remember correctly I do NOT us that sound effect for any triggers or timing so it should not hurt the mod to change that ONE sound "this time".
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Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Wed Sep 01, 2010 10:27 pm

Now that I know what it is - ain't so bad.

But I was at a loss for a while there. Oblivion has me trained to see the worst in things like this. sad but true.
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Stephanie Nieves
 
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