[RELz] Side's EAX Control

Post » Sat Jul 10, 2010 5:31 am

Side's EAX Control

version 0.99

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

pluggy (optional, only needed for the backup feature)


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
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Sat Jul 10, 2010 10:49 am

YOU...ARE...MY...HERO...!!!! <3 ... :spotted owl:

Music control = must have
Sailing ship = must have

now...this mod....only two words....THANK YOU :hugs:
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Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Sat Jul 10, 2010 6:33 pm

Tesnexus download system doesn't work :facepalm:
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Eve Booker
 
Posts: 3300
Joined: Thu Jul 20, 2006 7:53 pm

Post » Sat Jul 10, 2010 9:31 am

Wasn't there like serious issues with the original EAX mod this requires?

Something about most having problems with codecs or something?

Maybe I'm wrong.

I've been unable to download off nexus all day, so cant crack this open to see more info.

Does this add sounds that the EAX pluggin utilizes or does it do more than that?

How will it play with Atmospheric Oblivion and MIS?
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Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Sat Jul 10, 2010 6:06 am

Wasn't there like serious issues with the original EAX mod this requires?

Something about most having problems with codecs or something?

Maybe I'm wrong.

No, that was Enhanced Music Control (Or something. Can't confirm cause nexus is down)

Does this add sounds that the EAX pluggin utilizes or does it do more than that?

It basically adds environment reverberations and echo effects, nothing more. Think of EAX as a DSP effect (digital signal processor), not sound replacer.

How will it play with Atmospheric Oblivion and MIS?

Perfectly fine. There's nothing that can conflict with anything.

And thank you for your mod, Side. Will download and endorse as soon as Nexus get's working.
I was using Soundscaper by lyobovnik forever. Are there any particular differences between his and your mod?
And the last question: is the tuning fork droppable?

Thank you again.
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Jade Payton
 
Posts: 3417
Joined: Mon Sep 11, 2006 1:01 pm

Post » Sat Jul 10, 2010 5:40 am

I'm playing off a laptop, hence no sound card. I assume this won't work running off the cpu?

edit: initially stupid question
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Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm

Post » Sat Jul 10, 2010 1:53 pm

Side's EAX Control

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

pluggy (optional, only needed for the backup feature)


My I assume that folk running Windows Vista must also be running the Creative "Alchemy" utility and have an Oblivion profile in the Alchemy Control Panel? (I'm not sure of Windows 7's "Alchemy" status. When 7 was first released I recall Alchemy having issues with some games.)
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Sat Jul 10, 2010 11:31 am

awesome stuff, thanx a lot! I'm also curious to know the difference between this and the soundscaper though :D
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A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Sat Jul 10, 2010 4:19 am

Wasn't there like serious issues with the original EAX mod this requires?
Something about most having problems with codecs or something?

Does this add sounds that the EAX pluggin utilizes or does it do more than that?


many codecs cause trouble with many games. it's the EMC plugin i use for my BetterMusicSystem that suffers from this issue. but it is caused by the codec conflict, not anything else. DON'T INSTALL ANY CODECS ON YOUR SYSTEM! you can do anything with ffdshow and vlc...

ok. here is 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!! :)

so... this mod does not add any sounds. it's compatible with everything. just stereo (2D) sounds don't get EAX effects.

I was using Soundscaper by lyobovnik forever. Are there any particular differences between his and your mod?
And the last question: is the tuning fork droppable?


the fork is droppable, yes. so take care... ;)

i was also using Soundscaper, but it depends on 'you are here', which is not really accurate especially if you use many mods. i just calculate the room size, so my plugin will almost never fail. AND: i let you customize the default effects and the effect for any room! :)

I'm playing off a laptop, hence no sound card.


connect it via usb...

(I'm not sure of Windows 7's "Alchemy" status.


i use windows 7 64 with ALchemy. no problems at all.


EDIT: i will add some of this to the OP.
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Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Sat Jul 10, 2010 6:18 am

Thank you

Now only wish my audigy would not have died on me, at least my onboard support eax, but only 32 channels and not 64 like my audigy did..

Good to see a soundscaper replacement finally..
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Trevor Bostwick
 
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Joined: Tue Sep 25, 2007 10:51 am

Post » Sat Jul 10, 2010 6:29 am

So this won't work on a laptop unless a sound card is plugged in?
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Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Sat Jul 10, 2010 7:02 pm

I'm having an issue with this mod - I keep on getting a message "Tuning Fork added" throughout the game. Pretty soon, I had 2000+ tuning forks in my inventory!!!

Load Order:
Spoiler
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Chris Cross Cabaret Man
 
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Post » Sat Jul 10, 2010 4:16 pm

ok, i have checked this plugin with tes4edit and found that it's unclean. (one cell edit: the waterfront shack) so if you don't want a weird foreign name for the shack if you did not buy it yet, wait for the 1.0 that comes these days or clean it yourself.

So this won't work on a laptop unless a sound card is plugged in?


you need a soundcard that is EAX capable. that's all.

I'm having an issue with this mod - I keep on getting a message "Tuning Fork added" throughout the game. Pretty soon, I had 2000+ tuning forks in my inventory!!!

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Umpyre Records
 
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Post » Sat Jul 10, 2010 12:19 pm

I'm having an issue with this mod - I keep on getting a message "Tuning Fork added" throughout the game. Pretty soon, I had 2000+ tuning forks in my inventory!!!

Load Order:
E0  LandMagicPatch.espE1  FormID Finder4.espE2  Streamline 3.1.espE3  Bashed Patch, 0.espE4  MergedMaps.esp


That's one long load order. Use http://www.gamesas.com/index.php?/topic/1096264-boss-better-oblivion-sorting-software/ on it. As I know for a start that those I left in the quoted load order all belong after the Bashed Patch. ;)

Will that fix your issue with this mod? I have no idea, but it's a start.

And side777: Sheesh! People tend to post load orders because so many times people state they have a problem and are then asked (sometimes rudely) to post their load order. It seems that they will get their head bitten off if they do and if they don't. :rolleyes:
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Brandon Wilson
 
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Post » Sat Jul 10, 2010 12:54 pm

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.)

Just as a note on this
I actually noticed this not too long ago with Soundscaper. I was in some outside area or other, altered by a mod, and opened the console - and noticed a number of sudden "Your are here'" switches (forest, ruin, castle or somesuch) all because such models had been used in that area. which was none of those three setting! :lol:
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candice keenan
 
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Post » Sat Jul 10, 2010 3:25 pm

and noticed a number of sudden "Your are here'" switches (forest, ruin, castle or somesuch) all because such models had been used in that area. which was none of those three setting! :lol:


that's why i made this plugin. :)
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courtnay
 
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Post » Sat Jul 10, 2010 8:52 am

Looks like my sound card will get a nice job. Signed in for 1.0 - must have. :ribbon:
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Alisia Lisha
 
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Post » Sat Jul 10, 2010 7:25 am

of course NOT! reading the readme (and following the instructions) WILL FIX IT! you waste your time on these people and please don't 'sheesh' for them. i bet one of the next 5 posts is about the exact same problem.

Wow thought I got cranky on this forum.

Hey Side I've been trying this out - couple of impressions.

First off I'm on Vista 64 with Alchemy legit (nothing open source) and one of them 100 dollar X-Fi cards. Question is how much cpu strain do you figure this thing to have? It did seem a bit more sluggish. I did the console command for EAX (although it said it was already initialized).

Everything seems louder - much louder - is that expected?

I play without music - I'm just one of those types - I really like the game sans the tunes. The outdoors sounds incredible ... as if he birds are really at different distances from you. I went into a fort (nikel I think) and it was almost deafening. When I went into menu mode I heard the ambient sound reverb for about 15 seconds - is that to be expected? The sounds in there vibed around for sure and I could hear the loud thunk of arrows that missed me as I dodged and hid. I could hear the conversation of the mauraders in the next room a bit more clear than before.

I'm playing with MIS, Atmospheric Oblivion, and Oblivifall SFX, OSSO and a few other replacers - so if these create noises will this gizmo tweak them too or will it only tweak what was generated by the characters in the spaces?

The ambient noise became like a late 70's industrial noise band - almost Throbbing Gristle in its overpowering vibe.

thanks
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City Swagga
 
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Post » Sat Jul 10, 2010 4:43 pm

1 Question is how much cpu strain do you figure this thing to have?
2 Everything seems louder - much louder - is that expected?
3 When I went into menu mode I heard the ambient sound reverb for about 15 seconds - is that to be expected?
4 I'm playing with MIS, Atmospheric Oblivion, and Oblivifall SFX, OSSO and a few other replacers - so if these create noises will this gizmo tweak them too or will it only tweak what was generated by the characters in the spaces?
5 The ambient noise became like a late 70's industrial noise band - almost Throbbing Gristle in its overpowering vibe.


1 zero. if you use your EAX hardware. did you read the readme??
2 no. what is 'everything'? 2D sound is NOT touched (music, direct dialog)... if only 3D sound is louder, adjust the EAX level in your creative console. i set it to 0 db.
3 read the readme to find out what information i need to answer this kind of question.
4 did you read my answer to your last post? ANY 3D sound is processed, NO 2D sound.
5 when? you have to be a little more specific here. your description sounds like you were underwater.
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Daniel Holgate
 
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Post » Sat Jul 10, 2010 5:31 pm

why should anyone read through your whole weird load order? you did not even read the readme!


I'll ignore your crankiness for the moment, and just inform you that I did indeed read the readme before installation. Posting the load order was for the reasons Vargr already mentioned. Stop generalizing about these "posters who don't read the readme" and stop assuming that I didn't. I installed everything as indicated - maybe something didn't go right during the installation. Specifically, what in the readme I am missing, I am still not clear on. You wanted feedback, and I gave some - you know too much about this mod, we don't. I think it's called disassociating yourself from your work when you have to explain to someone other than yourself.

So, let's start again, what step of the readme do you think I glossed over too quickly, and should correct?

That's one long load order. Use http://www.gamesas.com/index.php?/topic/1096264-boss-better-oblivion-sorting-software/ on it. As I know for a start that those I left in the quoted load order all belong after the Bashed Patch. ;)

Will that fix your issue with this mod? I have no idea, but it's a start.

And side777: Sheesh! People tend to post load orders because so many times people state they have a problem and are then asked (sometimes rudely) to post their load order. It seems that they will get their head bitten off if they do and if they don't. :rolleyes:

That's one long load order. Use BOSS on it. As I know for a start that those I left in the quoted load order all belong after the Bashed Patch.


Thanks! My reasons exactly.

Not to sidetrack this thread, but I can't even play without BOSS on that humongous load order. I specifically wanted Streamline etc. to be before the Bashed Patch, so have tweaked that through BOMM. As you're the one who told me about the Merged Maps.esp in the first place, I let that go after the bashed patch.
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Ludivine Poussineau
 
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Post » Sat Jul 10, 2010 3:33 pm

This sounds great, just one caveat; does it have much of a performance hit?
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Hearts
 
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Post » Sat Jul 10, 2010 8:13 am

This sounds great, just one caveat; does it have much of a performance hit?


It's right there in the first post, and not three posts above yours: "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."

Side777: I see where your frustration is coming from...
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Bones47
 
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Post » Sat Jul 10, 2010 5:55 pm

Side777: I see where your frustration is coming from...


this will not be the last one asking this question. thank you for helping here, so i will help you: it's the ini file you did not copy.

i'm pretty surprised. there were several people in the nexus forums with the same problem. but... this is not the first mod i made with an ini file i put in the ini folder and i'm not the first one using this folder. why is this suddenly a problem with THIS mod?? this is the first mod i have even built in a console message for the missing ini file! confusing...
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Avril Louise
 
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Post » Sat Jul 10, 2010 8:42 am

1 zero. if you use your EAX hardware. did you read the readme??
2 no. what is 'everything'? 2D sound is NOT touched (music, direct dialog)... if only 3D sound is louder, adjust the EAX level in your creative console. i set it to 0 db.
3 read the readme to find out what information i need to answer this kind of question.
4 did you read my answer to your last post? ANY 3D sound is processed, NO 2D sound.
5 when? you have to be a little more specific here. your description sounds like you were underwater.

Again I aspire to your heights of shortness. ::incredible::

Now to reply to your 'answers' above. I've heard it claimed many many times that there is no FPS impact then later mileage may vary. You are saying absolute zero - OK, so if I do have a hit and I'm pretty sure I have Alchemy set up right ... let me guess - I'm going to have to figure that out on my own. No hints no links. K

MIS and Atmospheric Oblivion create noises like footsteps, ghostly moans, creaking doors, and murmering - I don't know if those are 2D sounds. I only have 2 speakers and a set of Sannheiser noise reducing headphones. I'm not sure how to find out if these are 2D sounds or 3D sounds. What counts as what? Is there a better breakdown. Also menu noises and gear equipping - what category is that in. Sorry, the Oblivion readme does not mention.

While yes I can see that Oblivifall SFX is 2D as it is is only a soundtrack. The others I'm not certain. I did have EAX set to 0.0

I did give information as to the size of the room - http://www.uesp.net/wiki/Oblivion:Fort_Nikel. I was too busy with paying attention to the sounds to get console spam, but I do have the Console log - here seem to be the salient parts:

Upon loading inside Fort Nikel:
EAX | enabled.EAX | average object distance and height: 2303.58, 195.328EAX | new preset: 7EAX | cell at default settings (Preset: 7, RoomSize: 19.6, Level: -1500, Diffusion: 1)

After exiting then re-entering For Nikel:
EAX | player is in a city or settlement - house count: 25EAX | not enough trees for forest: 91EAX | new preset: 0EAX | cell at default settings (Preset: 0, RoomSize: 7.5, Level: -1500, Diffusion: 1)EAX | average object distance and height: 4278.67, 195.471EAX | new preset: 10EAX | cell at default settings (Preset: 10, RoomSize: 50.3, Level: -1800, Diffusion: 1)

In there was the reverb to the max (very long and loud). So what I will do later when I have a chance to play again is remove all other sound mods to get a better read on what to expect.

You may now begin to dress me down.

[edit] also Fort Nikel is one giant room - it may have several cells but the only load door is the door in and out.
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SamanthaLove
 
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Post » Sat Jul 10, 2010 7:37 pm

Thanks for your support and invaluable opinion Antithinks but this DOES add a hit on my system, its not a big hit (perhaps 5% to 8%) but it has a hit, pehaps its caused by the Oblivion EAX mod. Maybe in beffier system its not noticable, but is is in mine. So next time do try to allow the OP to resolve this kinds of things before you pass judgenment on the rest of us
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Nitol Ahmed
 
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