[WIPz] Sounds of Cyrodiil

Post » Wed Mar 30, 2011 7:33 am

I hope you can find a lot of different sounds...so you don't hear the same thing over and over if you, for instance, enter a house, or walk down a street.

By the way...I am available to Beta test again!


Well I just discovered with the editor that it is very easy to play random sound files at a single location. Instead of telling the editor to read a particular sound file, you tell it to read ALL sound files in a particular folder. The interior atmospheres have a lenght of 30 seconds and weight around 1meg each. So I can make a lot of varieties. :D

Really good stuff! I didn't listen to all the examples but I hope you will edit out the parts that will sound repetitive - e.g. in the market sounds "how much for the bla bla" that will stick out if you stay around to hear it twice. Someone shouting "Pole man for sale" will sound ok even if it is very clear since one would expect a salesman to repeat that.

I think this will add soooooo much to the atmosphere that you will probably go to sainthood (if you're into such things...)

Cheers!


Thanks Locksley!
Yes as you can probably hear, some soundfiles are still in the works. I'll reduce the volume of the distinctive voices so they blend more with the crowd. The same goes for the taverns, some people are way too loud and some sound effects as well.

Oh, don't put me to sainthood thanks. I'll stay low profile. :P
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Suzie Dalziel
 
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Post » Wed Mar 30, 2011 1:00 am

I always loved Baldur's Gate sound design. Wherever you were, you always heard something. Puts you right into the game. :)

Yes that was really cool. I've thought about what it would be like if something similar was done for Oblivion, but the problem was always that, it being a first person game, all the tavern noise is seemlingly coming out of nowhere, whereas with Baldur's Gate isometric view you don't see NPCs actually talking or moving dishes or whatever.

But with this mod you only hear the sounds when you're not actually in there yourself, which is nice!
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Spaceman
 
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Post » Tue Mar 29, 2011 10:35 pm

Yes that was really cool. I've thought about what it would be like if something similar was done for Oblivion, but the problem was always that, it being a first person game, all the tavern noise is seemlingly coming out of nowhere, whereas with Baldur's Gate isometric view you don't see NPCs actually talking or moving dishes or whatever.

But with this mod you only hear the sounds when you're not actually in there yourself, which is nice!


Oh you do hear sounds of stuff going on when you're there. In the taverns that is. So, yes, unless you have mods that add new NPCs to populate the areas, the taverns might feel odd... Hearing so much talking but not seeing the source. :P
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sophie
 
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Post » Wed Mar 30, 2011 8:08 am

said loads of times.... but this sounds awesome! very much looking forward to this!!
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Damned_Queen
 
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Post » Wed Mar 30, 2011 12:25 pm

sounds like a plan.
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Killah Bee
 
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Post » Wed Mar 30, 2011 2:37 am

I play these sound mods (immersive mainly) with music turned off:
330 - Ambient Town Sounds Edited 1.0.rar (F87D562F)
331 - Atmospheric_Oblivion_Updated-19487.rar (22BB2BF7)
332 - More Immersive Sounds Edited 1.0.rar (DF9C1F13)
333 - Storms & Sounds 3.0-8711.rar (687E9EF7)
334 - Symphony Of Violence 0.5.rar (ADFB605D)

Will your mod be an all-in-one overhaul and which of these mods changes to game will it resemble, which will override and which will make obsolete? ?
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Ysabelle
 
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Post » Wed Mar 30, 2011 11:32 am

I play these sound mods (immersive mainly) with music turned off:
330 - Ambient Town Sounds Edited 1.0.rar (F87D562F)
331 - Atmospheric_Oblivion_Updated-19487.rar (22BB2BF7)
332 - More Immersive Sounds Edited 1.0.rar (DF9C1F13)
333 - Storms & Sounds 3.0-8711.rar (687E9EF7)
334 - Symphony Of Violence 0.5.rar (ADFB605D)

Will your mod be an all-in-one overhaul and which of these mods changes to game will it resemble, which will override and which will make obsolete? ?


Ambiant Town Sounds is the only one there that will not work with SoC. Since SoC also adds many different town ambiances variants.
The other ones I highly recommend to play with SoC. :)
Atmospheric Oblivion and More Immersive are especially recommended with my http://www.tesnexus.com/downloads/file.php?id=29676 mod. It adds sound atmospheres for each dungeon type. What makes it play really great with Atmospheric Oblivion and More Immersive is that these two mods add positioned sounds at several spots in dungeons. Combined with Ambiant Dungeon SFX, it gives an even more creepier sound atmosphere and makes each dungeon sound unique. :)
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lucile davignon
 
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Post » Wed Mar 30, 2011 1:39 pm

How could I miss this?
LOL! I was so engulfed in the description that I missed the WIP. :( LOL

Can't wait for the release. :D
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joseluis perez
 
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Post » Wed Mar 30, 2011 8:26 am

It used to be that I did not mind the vanilla music...then, after a couple of years, switched to music from mods. Now I am sick of that, and have zilch music, only sound effects.
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priscillaaa
 
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Post » Wed Mar 30, 2011 3:43 am

Ambiant Town Sounds is the only one there that will not work with SoC. Since SoC also adds many different town ambiances variants.
The other ones I highly recommend to play with SoC. :)
Atmospheric Oblivion and More Immersive are especially recommended with my http://www.tesnexus.com/downloads/file.php?id=29676 mod. It adds sound atmospheres for each dungeon type. What makes it play really great with Atmospheric Oblivion and More Immersive is that these two mods add positioned sounds at several spots in dungeons. Combined with Ambiant Dungeon SFX, it gives an even more creepier sound atmosphere and makes each dungeon sound unique. :)

Downloaded already, will install and enjoy.

It used to be that I did not mind the vanilla music...then, after a couple of years, switched to music from mods. Now I am sick of that, and have zilch music, only sound effects.

My sentiments exactly.
When you turn off the music (nice only the first year), you realise what a great job has Bethesda done and all the sound modders like Cliffworms and start actually listen around you.
Skeleton grinding its teeth? Maroder scratching chin? Pahmer walking through grass?
Too bad, I heard them, they are as good as dead.

Now I will have dungeons with immersive sounds (always like such things :D) and will wait for the Sounds of Cyrodiil.
I can't say I will be sorry to upgrade my town sounds from Ambient Town Sounds as it doesn't do alot (still better than vanilla.)

Err... when did you say is the releaze date, Cliffworms? :D
Kudos for you and keep the great work.
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jesse villaneda
 
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Post » Tue Mar 29, 2011 10:58 pm

How could I miss this?
LOL! I was so engulfed in the description that I missed the WIP. :( LOL

Can't wait for the release. :D


:rofl:


It used to be that I did not mind the vanilla music...then, after a couple of years, switched to music from mods. Now I am sick of that, and have zilch music, only sound effects.


Aye, so do I! Beth did a nice job for the wilderness areas. They are many different sounds that play that immerse you. But when you get inside a building and here absolutely nothing.... it's a bid disappointing. :P

My sentiments exactly.
When you turn off the music (nice only the first year), you realise what a great job has Bethesda done and all the sound modders like Cliffworms and start actually listen around you.
Skeleton grinding its teeth? Maroder scratching chin? Pahmer walking through grass?
Too bad, I heard them, they are as good as dead.

Now I will have dungeons with immersive sounds (always like such things :D) and will wait for the Sounds of Cyrodiil.
I can't say I will be sorry to upgrade my town sounds from Ambient Town Sounds as it doesn't do alot (still better than vanilla.)

Err... when did you say is the releaze date, Cliffworms? :D
Kudos for you and keep the great work.


Haha thanks! :)

I do not mod with release dates in mind. :P
Well I can give an approximate date.... it'll be released between July and August.

The sound editing is all done. The longest, and more tiresome, part is sound placement. Since there are sound atmospheres in every city/house interior cell!
When I'll have more sounds in place, I'll probably make a video showcasing a walk and burglary in a house.
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Alyna
 
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Post » Wed Mar 30, 2011 1:59 am

Hmm... Cliffworms, just entered IC Market District and noticed that whenever I enter a shop, I hear windy sound as is I am in a drafty cave.
Was that you?
I disabled the Ambient SFX but still get that ghostly wind in a cosy boutiques and shops.
How can I pinpoint the mod that does it and how can I fix the ghostly shops?

Thanks anyway, Sidewise Cave was horrible, Vilverin too.If I find what causes this I would turn it on in the wilderness and off in cities.
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Mackenzie
 
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Post » Wed Mar 30, 2011 12:16 pm

Hmm... Cliffworms, just entered IC Market District and noticed that whenever I enter a shop, I hear windy sound as is I am in a drafty cave.
Was that you?
I disabled the Ambient SFX but still get that ghostly wind in a cosy boutiques and shops.
How can I pinpoint the mod that does it and how can I fix the ghostly shops?

Thanks anyway, Sidewise Cave was horrible, Vilverin too.If I find what causes this I would turn it on in the wilderness and off in cities.


Ambiant Dungeon SFX only adds sound atmospheres to dungeons, not wilderness or cities. :P Sounds of Cyrodiil will do that.

(Were you saying the sound atmosphere in Sideway Cave and Vilverin were horrible? If so, I'd like to get your feedback on this, see how I can improve it. :D)

The wind sound inside interiors comes from All Natural. :)
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James Hate
 
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Post » Wed Mar 30, 2011 4:18 am

In honor of all the great mods you have made thus far, Clifford, I am giving you the honorary title ST. CLIFFORD X...the way that I came up with the idea to honor the UL modders. This is in no way religous. It just means you will be forever remembered for your great contrubutions to Oblivion society!
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Code Affinity
 
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Post » Wed Mar 30, 2011 10:52 am

Thanks but no thanks.
Modding is for fun, not for getting called a Saint or having worshippers or something. :shifty:
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Mylizards Dot com
 
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Post » Wed Mar 30, 2011 6:28 am

It is more jokeful than having worshippers!
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Lyd
 
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Post » Wed Mar 30, 2011 7:15 am

Ambiant Dungeon SFX only adds sound atmospheres to dungeons, not wilderness or cities. :P Sounds of Cyrodiil will do that.

(Were you saying the sound atmosphere in Sideway Cave and Vilverin were horrible? If so, I'd like to get your feedback on this, see how I can improve it. :D)

The wind sound inside interiors comes from All Natural. :)

Cliffworms, you got me wrong - the sounds of the cave are horrible meaning creepy and filling the player with horror.
Especially unnervig was the sound like someone is tormenting a rat... I hate rat and when I heard that I was properly horrified. Which is the goal of your mod. Which makes
Vilveryn sound like theMummy movie. All the time I had to remind myself its only your sounds. All the time was hearing voices murmuring, steps etc.
Good thing it is a game and I have companion. Your sounds make dungeons of Cyrodyiil horrible place, hence, 'The sounds in Sidewise Cave and Vilverin were horrible' means they fill with horror.
But if I do enough caves and dungeons I might get used to the new sounds in them :D
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Melung Chan
 
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Post » Wed Mar 30, 2011 4:21 am

the sound samples sound pretty good so ill try it when the mod is released.
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Jason Rice
 
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Post » Wed Mar 30, 2011 1:55 pm

I was thinking of sounds to edit, I completely forgot the battle atmosphere that is played at the end of the main quest. http://www.onmvoice.com/play.php?a=21246, with battle horns, more brutal combat, explosions in the distance, the rumble of a gate opening and arrows flying by you. Sadly, the sound lost its stereo effect on mp3 compression, but in-game, the arrows fly-by left and right. :)

Cliffworms, you got me wrong - the sounds of the cave are horrible meaning creepy and filling the player with horror.
Especially unnervig was the sound like someone is tormenting a rat... I hate rat and when I heard that I was properly horrified. Which is the goal of your mod. Which makes
Vilveryn sound like theMummy movie. All the time I had to remind myself its only your sounds. All the time was hearing voices murmuring, steps etc.
Good thing it is a game and I have companion. Your sounds make dungeons of Cyrodyiil horrible place, hence, 'The sounds in Sidewise Cave and Vilverin were horrible' means they fill with horror.
But if I do enough caves and dungeons I might get used to the new sounds in them :D


Oh no worries! In French, "Horrible" has a whole different meaning! Hehe.
I'm glad the ambiances creeped you out. :D
I might update with more randomized sound files to avoids how repetitive the atmospheres can be sometimes.

the sound samples sound pretty good so ill try it when the mod is released.


Thanks Tren!
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Fluffer
 
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Post » Wed Mar 30, 2011 10:26 am

That END BATTLE SEQUENCE sounds really baddass!
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!beef
 
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Post » Wed Mar 30, 2011 10:03 am

This mod sounds just like what I'm looking for immersion-wise :) Hope it's still going strong!
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Annick Charron
 
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Post » Wed Mar 30, 2011 3:53 am

Another thumbs up, looking forward to this mod. :goodjob:

You mentioned the annoying sound-stopping-on-opening-and-closing bug. The best solution that I have found myself involves dialogue and scripting - if you, rather than using sound emitters (for ambient sounds that are going to be heard throughout the cell) get a reference to speak "dialogue" with the sound file pointing to your sound effect, then this is persistent even whilst opening and closing menus. I'm not sure how easily it would be to randomise sounds in this way, or how easy it would be to generalize the script, but I'm pretty sure that it would be possible. :) Anyway, good luck and keep up the good work!
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Tasha Clifford
 
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Post » Wed Mar 30, 2011 8:07 am

What's the lower class tavern music, or did you compose it yourself? It's great! Would like to get ahold of that without the tavern banter, and any more like it.
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lucile
 
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Post » Wed Mar 30, 2011 1:53 pm

I look forward to this. I love sound mods.
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RObert loVes MOmmy
 
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Post » Wed Mar 30, 2011 3:59 am

Especially the hear-what's-going-on-in-the-room-next-door-bit sounds promising, and exactly what I'm looking for!

And I'm glad to see you've reaped some of the tavern music from NWN 2 ;)
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GEo LIme
 
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