[WIPz] Sounds of Cyrodiil

Post » Wed Mar 30, 2011 2:54 am

Can't wait until Clifford gets back from his self-imposed exile and continues on this baby!
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Wayne W
 
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Post » Wed Mar 30, 2011 10:08 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!


Ahh like the Daedric Shrines voices yes? Thing is, every sound stops when you enter dialogue or check your inventory or any window-opening-related thingie. The only sounds that don't stop are the regional sounds... birds, wind and etc. But despite everything I've tried, I've not managed to get those sounds played with the regional sound window in the CS. Randomizing sounds is easy, since you can tell the CS to play sounds from a subfolder and, thus, the game randomly plays the sound effects in that folder.


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.


It comes from CM Partners mod for Morrowind. I do not have the readme on me, but it was designed by either Blackie or another member of the CM team.

I look forward to this. I love sound mods.


So do I! :D

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 ;)


I've never played NWN 2 because I didn't get into the first title. But I really love NWN 1 and 2's soundtracks.

Can't wait until Clifford gets back from his self-imposed exile and continues on this baby!


One week and I'm back on track. ;)
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Ashley Hill
 
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Post » Wed Mar 30, 2011 12:08 am

Wow, you wouldn't think it, but this kind of thing really has a huge effect on not only immersion and atmosphere, but in making all those seperate interiors feel like they're really part of a real world, and not some cell floating alone in the middle of nowhere, a feeling that comes from too much CS time.

How did you add all the sounds? Were you able to script it or did you have to go manual, or perhaps a combination? I'm just curious. Thanks a bunch!
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Carlos Rojas
 
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Post » Wed Mar 30, 2011 5:44 am

Wow, you wouldn't think it, but this kind of thing really has a huge effect on not only immersion and atmosphere, but in making all those seperate interiors feel like they're really part of a real world, and not some cell floating alone in the middle of nowhere, a feeling that comes from too much CS time.

How did you add all the sounds? Were you able to script it or did you have to go manual, or perhaps a combination? I'm just curious. Thanks a bunch!


Thanks! Yes doing so links the interior cells to the exterior world in a very nice way. :D
Some sounds are scripted (Mainly the ones for hearing the footsteps or overhearing conversations, because if the owner is dead, the player shouldn't be able to hear the owner's ghost walking around. ;) ) The rest play at certain times of the day/night or play in loop.


Here's the list of planned sounds that I will add. Note that some of them might already be in the game or will be modified. Please feel free to suggest or comment on my sound selection. :)
Bear with me, there are a lot.


Sound List (The linked-sounds below are not found in the links above)


City Atmospheres

http://www.onmvoice.com/play.php?a=20825
http://www.onmvoice.com/play.php?a=20822
http://www.onmvoice.com/play.php?a=20823
http://www.onmvoice.com/play.php?a=20832

- Cows and sheep in the distance around the Skingrad vineyards and smaller settlements.


Locational

- The Imperial Library, Temple of the One and the castles have their own sound atmosphere. Mostly the echo.
- Priests chanting in Chorrol's Temple.
- Holy sound atmospheres for the other temples.
- Echo, empty cathedral ambiance for temples at night.?
- Sounds of the activity going on the floor above you. Footsteps, chairs pulled, floor squeaking, objects falling.
- Sounds of the activity going on in the next room. Conversations, NPCs clearing their throats, placing fire logs, smithing, etc.
- pvssyr inside taverns.
- Music inside taverns.


Wilderness

- Around 30 new frog or bull frog sounds for swamp areas.
- Around 20-25 new bird sounds for forests, mountains, swamps and plains.
- Insects flying-by your character's ears.
- Birds flying away.
- Strong, constant heavy wind on high mountain tops. (Like Dive Rock)
- Cold, constant chilling gusts of wind in the Jerall Mountains.
- 6 new short gusts of cold wind for northern Cyrodiil.
- Rare occurance of hearing an avalanche happening far away in the Jerall Mountains.
- Rare occurance of hearing a strange creature yelling very loud in the Jerall Mountains.
- Rodents running in the grass at night.
- Calm and strong Ocean waves on the Gold Coast and the coast south of Leyawiin.
- Wolves howling in the distance.
- Movements from small animals in the bushes/grass.


Misc Sounds

http://www.onmvoice.com/play.php?a=20826

- Potions boiling in some Alchemists' shops, Mages Guilds, Arcane University or dungeons where potion makers are present.
- Chance of snoring when an NPC sleeps.
- Buzzing of an active bee/wasp nest in villages, cities or the wilderness.
- An unstable squeaking wooden bridge that may fall at any moment.


Special Events

http://www.onmvoice.com/play.php?a=21246

- The Battle of Bruma. Clashing of men and daedra battling for victory.
- Battle of Bruma's soldiers, charging and yelling when the order to attack is given.
- Battle of Bruma's soldiers, cheering when victory is accomplished.


Echoed/Filtered/Reverbed Vanilla Sounds/Voice Overs (Watch for spoilers!)

- Some dungeon doors, depending on the size of the room through which they lead. (echo, reverb)
- The Imperial Palace's door leading to the Council Chambers. (echo, reverb)
Spoiler
- In the Battle of Bruma, Martin's speeches echoes in the distance.
- In the caverns of Dagon's worshippers, Mankar Camoran's speech to the worshippers echoes in the cave and so do the voices of the worshippers.
- Every voice in the Character Generation. Valen Dreth, the Emperor, Blades and the Mythic Dawn's voices. (Echo and Reverb)
- The Mythic Dawn's Agents voices in the sewers hideout. (Echo and strong reverb)

- More to come!
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Ownie Zuliana
 
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Post » Wed Mar 30, 2011 1:24 am

I'm liking the sound of this! :hehe:
Wow, you wouldn't think it, but this kind of thing really has a huge effect on not only immersion and atmosphere, but in making all those seperate interiors feel like they're really part of a real world, and not some cell floating alone in the middle of nowhere, a feeling that comes from too much CS time.

True, true, too much CS does that to you. All I see now is a world separated by cells, and interiors with walls that are 1 inch thick. :P
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Tanika O'Connell
 
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Post » Wed Mar 30, 2011 3:17 am

Those ideas are great! CAN'T WAIT TO HEAR THEM INGAME!
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Beulah Bell
 
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Post » Wed Mar 30, 2011 2:32 am

does sound very good! around what time will you be releasing it?
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Juanita Hernandez
 
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Post » Tue Mar 29, 2011 10:38 pm

Looks (sounds) like a great mod. Ambient sound effects make a huge difference regarding atmosphere. Looking very much forward to a release.

I only think that some of the sounds are a bit over the top for the locations they are used in. For example The Bloated Float sounds like a tavern filled with at least 50 people, yet there are only 5 inside. Many things in Oblivion are a stretch (size of the land etc), but personally I would make it sound a bit less crowded.
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Eric Hayes
 
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Post » Tue Mar 29, 2011 11:23 pm

does sound very good! around what time will you be releasing it?


I do not know. I never mod with a release date in mind. :)
Editing the sounds is easy and quick to do. Placing of them in-game takes a longer time. And I have to release Losing My Religion's patch ASAP when I come back. :P


Looks (sounds) like a great mod. Ambient sound effects make a huge difference regarding atmosphere. Looking very much forward to a release.

I only think that some of the sounds are a bit over the top for the locations they are used in. For example The Bloated Float sounds like a tavern filled with at least 50 people, yet there are only 5 inside. Many things in Oblivion are a stretch (size of the land etc), but personally I would make it sound a bit less crowded.


Thanks for the feedback Phitt!

I've rethought about it during my travels and I'll most likely change the sound files for the taverns. The sound I posted in the thread here is the same I used for Oblivion Comes Alive, which adds many more NPCs inside those locations, so it makes sense to have a loud ambiance. Those crowded ambiances are better when used outside though. (Or when used near windows inside cells)
For instance I'll keep the market district ambiance, but will tone down the number of voices (Or shouts mostly)

I was taking a walk in the Tiergarten in Berlin this evening and often heard small animals running away in the bushes, making me jumpy. I think I'll make it so the sound of animals moving in the bushes happens more often. :)
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GabiiE Liiziiouz
 
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Post » Wed Mar 30, 2011 4:15 am

I swear...with every new mod you put out...the game is closer and closer to perfection!
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Sarah Evason
 
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Post » Wed Mar 30, 2011 4:25 am

Here's a nice example of the filters applied to some voice overs.

http://www.youtube.com/watch?v=tFbgBbflgdc

The result is really interesting, when you compare the filtered version to the original.

Because the voice files have to be modified and included in the package, Sounds of Cyrodiil will be packaged as a .exe installer that checks if you have Oblivion installed. Honestly, I have no idea how to that though. :P

The voice files cannot be simply packed into a zip file. I need to find a way to get the files accessible only to to owners of Oblivion. If anyone knows how to add a condition to an installer (Such as checking if Oblivion's registry exists), let me know! :)

If it is not possible, or too complicated because the installer might not not recognize D2D or Steam versions of the game, I'll do two different versions.

In any case, feel free to comment on the filters. I really love it myself! :D
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kirsty williams
 
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Post » Tue Mar 29, 2011 11:20 pm

http://www.youtube.com/watch?v=tFbgBbflgdc

That's pretty awesome.
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josie treuberg
 
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Post » Wed Mar 30, 2011 1:30 pm

That's pretty awesome.


Oh i was going to say that :rofl: sound's dam awesome iam looking forward to this mod :D
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Felix Walde
 
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Post » Wed Mar 30, 2011 1:02 pm

That's pretty awesome.



Oh i was going to say that :rofl: sound's dam awesome iam looking forward to this mod :D


Thanks guys! :D

I've updated the first post with the complete sound list. All the sounds are compiled. Now it's a matter of placing them. :) (And working out the snoring sound in-game and the footsteps/indoor activity script)

Here's the sound list, instead of going back to the first page:


Sound List


City Atmospheres

http://www.onmvoice.com/play.php?a=20825
http://www.onmvoice.com/play.php?a=20822
http://www.onmvoice.com/play.php?a=20823
http://www.onmvoice.com/play.php?a=20832

- Cows and sheep in the distance around the Skingrad vineyards and smaller settlements.


Locational

- The Imperial Library, Temple of the One and the castles have their own sound atmosphere. Mostly the echo.
- Priests chanting in Chorrol's Temple.
- Holy sound atmospheres for the other temples.
- Echo, empty cathedral ambiance for temples at night.?
- Sounds of the activity going on the floor above you. Footsteps, chairs pulled, floor squeaking, objects falling.
- Sounds of the activity going on in the next room. Conversations, NPCs clearing their throats, placing fire logs, smithing, etc.
- pvssyr inside taverns.
- Music inside taverns.


Wilderness

- Around 30 new frog or bull frog sounds for swamp areas.
- Around 20-25 new bird sounds for forests, mountains, swamps and plains.
- Insects flying-by your character's ears.
- Birds flying away.
- Strong, constant heavy wind on high mountain tops. (Like Dive Rock)
- Cold, constant chilling gusts of wind in the Jerall Mountains.
- 6 new short gusts of cold wind for northern Cyrodiil.
- Rare occurance of hearing an avalanche happening far away in the Jerall Mountains.
- Rare occurance of hearing a strange creature yelling very loud in the Jerall Mountains.
- Rodents running in the grass at night.
- Calm and strong Ocean waves on the Gold Coast and the coast south of Leyawiin.
- Wolves howling in the distance.
- Movements from small animals in the bushes/grass.


Misc Sounds

http://www.onmvoice.com/play.php?a=20826

- Potions boiling in some Alchemists' shops, Mages Guilds, Arcane University or dungeons where potion makers are present.
- Chance of snoring when an NPC sleeps.
- Buzzing of an active bee/wasp nest in villages, cities or the wilderness.
- An unstable squeaking wooden bridge that may fall at any moment.
- Rain hitting a tent's surface. You can hear if you're close enough to a tent.


Special Events

http://www.onmvoice.com/play.php?a=21246

- The Battle of Bruma. Clashing of men and daedra battling for victory.
- Battle of Bruma's soldiers, charging and yelling when the order to attack is given.
- Battle of Bruma's soldiers, cheering when victory is accomplished.


Echoed/Filtered/Reverbed Vanilla Sounds/Voice Overs (Watch for spoilers!)

- Some dungeon doors, depending on the size of the room through which they lead. (echo, reverb)
- The Imperial Palace's door leading to the Council Chambers. (echo, reverb)
Spoiler
- In the Battle of Bruma, Martin's speeches echoes in the distance.
- In the caverns of Dagon's worshippers, Mankar Camoran's speech to the worshippers echoes in the cave and so do the voices of the worshippers.
- http://www.youtube.com/watch?v=tFbgBbflgdc, the Emperor, Blades and the Mythic Dawn's voices. (Echo and Reverb)
- The Mythic Dawn's Agents voices in the sewers hideout. (Echo and strong reverb)

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[ becca ]
 
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Post » Wed Mar 30, 2011 5:47 am

I am using Lyobovniks http://www.tesnexus.com/downloads/file.php?id=9829 which I think is great. Since you are altering voice files? I thought I would give you a heads up on this :hubbahubba:

Sounding good!
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Katie Louise Ingram
 
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Post » Wed Mar 30, 2011 7:51 am

:thumbsdown: :thumbsdown: :thumbsdown: for the weak vanilla sounds...but yours are great!!!
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Abel Vazquez
 
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Post » Wed Mar 30, 2011 10:26 am

I've added a new sound effect. When it's raining and you are outside, you can hear the rain hitting a tent's surface if you are close enough. It sounds really great in-game. I might expand this... hearing the rain hit some surfaces.

I am using Lyobovniks http://www.tesnexus.com/downloads/file.php?id=9829 which I think is great. Since you are altering voice files? I thought I would give you a heads up on this :hubbahubba:

Sounding good!


Both will not be compatible, since they'll overwrite each other's files. Still, only a handful of voice overs are filtered in Sounds of Cyrodiil. So most of the voices are not altered.

:thumbsdown: :thumbsdown: :thumbsdown: for the weak vanilla sounds...but yours are great!!!


Thanks!
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ShOrty
 
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Post » Wed Mar 30, 2011 12:58 pm

GREAT idea!

I have a suggestion that I think will improve the game experience a lot. Please do revamp the sounds of the harbor (esp anvil) with seagulls, waves, foghorns, etc what not. That will help the atmosphere so much.
Also, I've always felt the waterfalls, and streams and waves sounded very weak and lame and can be improved.
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Kyra
 
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Post » Wed Mar 30, 2011 6:37 am

Here's a nice example of the filters applied to some voice overs.

http://www.youtube.com/watch?v=tFbgBbflgdc


That sounds amazing! cannot wait for this!

Edit: just listened to some of the other sounds... they all sound really great! :goodjob:
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Arrogant SId
 
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Post » Wed Mar 30, 2011 7:31 am

I like the base sounds for numerous chatting and stuff around in cities, but to be honest I don't really like the extra loud shouts that can be distinctly heard by some Nord men and women. :P I guess it's all just preference.
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FoReVeR_Me_N
 
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Post » Wed Mar 30, 2011 6:50 am

GREAT idea!

I have a suggestion that I think will improve the game experience a lot. Please do revamp the sounds of the harbor (esp anvil) with seagulls, waves, foghorns, etc what not. That will help the atmosphere so much.
Also, I've always felt the waterfalls, and streams and waves sounded very weak and lame and can be improved.


Thanks!
Yes the Anvil and Waterfront harbor are much busier now.
I've added two new seagulls sounds and you can hear the ocean waves on the Gold Coast, Anvil and in the south of Leyawiin.
You can also hear the waves from the top of the lighthouse in Anvil and the balcony in Castle Anvil.

That sounds amazing! cannot wait for this!

Edit: just listened to some of the other sounds... they all sound really great! :goodjob:


Thanks Mr. Soprano! :)


I like the base sounds for numerous chatting and stuff around in cities, but to be honest I don't really like the extra loud shouts that can be distinctly heard by some Nord men and women. :P I guess it's all just preference.


I've edited the sound atmospheres since I've uploaded them. The big shouts and voice bits are blended much better with the rest of the pvssyr. So unless you really pay attention, you'll not notice them.
Heh, when testing, I was tired of always hearing the shouts "How much for that sir!?" and "You know what this thing is worth!? GARBAGE!" over and over. :P
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Hella Beast
 
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Post » Wed Mar 30, 2011 4:02 am

I've edited the sound atmospheres since I've uploaded them. The big shouts and voice bits are blended much better with the rest of the pvssyr. So unless you really pay attention, you'll not notice them.
Heh, when testing, I was tired of always hearing the shouts "How much for that sir!?" and "You know what this thing is worth!? GARBAGE!" over and over. :P

Awesome, thank you. :)


Also, Cliffworms, I wonder if it's possible to recreate the bird chirping sounds found in http://www.youtube.com/watch?v=SAOBRXPVs7M They sounded really good, I wonder why they took them out in the final game.
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Nathan Hunter
 
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Post » Wed Mar 30, 2011 6:56 am

Awesome, thank you. :)


Also, Cliffworms, I wonder if it's possible to recreate the bird chirping sounds found in http://www.youtube.com/watch?v=SAOBRXPVs7M They sounded really good, I wonder why they took them out in the final game.


I have added around 20-25 new bird sounds. The wilderness is thus a bit more alive with a larger variety of bird species. :)
The Blackwood Forest/Swamp is also more alive, I have around 30 new frog/bullfrog sound effects, instead of the original game's 2 sound effects.
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carly mcdonough
 
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Post » Wed Mar 30, 2011 3:00 pm

I have added around 20-25 new bird sounds. The wilderness is thus a bit more alive with a larger variety of bird species. :)
The Blackwood Forest/Swamp is also more alive, I have around 30 new frog/bullfrog sound effects, instead of the original game's 2 sound effects.

Cool. I don't want to sound annoying, but are they also high-quality sounds? Mods like Atmospheric Oblivion had wilderness sounds, but they were really low quality.
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K J S
 
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Post » Wed Mar 30, 2011 2:44 am

Cool. I don't want to sound annoying, but are they also high-quality sounds? Mods like Atmospheric Oblivion had wilderness sounds, but they were really low quality.


You are not annoying at all! :D
Yes, they are very high quality sound effects.

They all come from sites found on http://www.stonewashed.net/sfx.html. They list all websites that have free sound effects. Many of them have low-quality, "sounds like it has been taken from a film" SFX, but many others are done by professional sound designers/recorders offering their own recordings for free.
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Kevin Jay
 
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