[WIPz] Sounds of Cyrodiil

Post » Wed Mar 30, 2011 2:55 am

Whenver you finish this...will it be just sound files? I hope it so that I don't have to waste a mod spot. Right now...I have the max # of mods already...But if I must, I will yank one off to give new space!
User avatar
Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Wed Mar 30, 2011 6:44 am

will everything in the prison (and other echo-y places) be echoed? for example, will fighting be echoed as well?
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Wed Mar 30, 2011 1:38 pm

will everything in the prison (and other echo-y places) be echoed? for example, will fighting be echoed as well?


If you have a EAX capable Soundcard you can try Sides EAX Control (http://tesnexus.com/downloads/file.php?id=32128) which recognizes the size of a room and then adds echo or diffusion to the
EAX sounds. I would not play without it now.

Sounds of Cyrodiil will be great. Absolutely excellent work, Cliffworms. Can't wait to try it ingame!
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Wed Mar 30, 2011 2:46 pm

will everything in the prison (and other echo-y places) be echoed? for example, will fighting be echoed as well?

Not possible. Use http://www.tesnexus.com/downloads/file.php?id=32128 for that kind of stuff.

EDIT: Whoops. Forgot to reload the page.
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Wed Mar 30, 2011 9:37 am

Thanks guys :)
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Wed Mar 30, 2011 6:00 am

Wow! Great job. Like you, i like to play with the music off. People are mentioning your dungeon mod. What mod is that? I would like to try it. Thanks.
User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Wed Mar 30, 2011 3:24 am

Wow! Great job. Like you, i like to play with the music off. People are mentioning your dungeon mod. What mod is that? I would like to try it. Thanks.


I think you are talking about http://www.tesnexus.com/downloads/file.php?id=29676
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Wed Mar 30, 2011 9:37 am

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.


Probably listed on that site, but in case you haven't seen it yet I use http://www.freesound.org/index.php for all my custom sound effects. It has tens of thousands of free sound files, most of them have very high quality. Combined with a decent sound editing program you can get almost any sound effect you want there.

Also, in my Sheogorad mod I use a special sound emitter setup for Velothi dungeons. It's a scripted activator (only an editor marker so not visible in game) that moves randomly around the player from time to time and emits scary sound effects. That way you always hear different sounds from different directions. Works very well, maybe you could do something like that in regular dungeons as well. Instead of having static looping sound effects like in vanilla dungeons exclusively.
User avatar
Lucky Boy
 
Posts: 3378
Joined: Wed Jun 06, 2007 6:26 pm

Post » Wed Mar 30, 2011 7:28 am

Whenver you finish this...will it be just sound files? I hope it so that I don't have to waste a mod spot. Right now...I have the max # of mods already...But if I must, I will yank one off to give new space!


The mod has an esp files. Sounds are distributed around the world so it needs one.

If you have a EAX capable Soundcard you can try Sides EAX Control (http://tesnexus.com/downloads/file.php?id=32128) which recognizes the size of a room and then adds echo or diffusion to the
EAX sounds. I would not play without it now.

Sounds of Cyrodiil will be great. Absolutely excellent work, Cliffworms. Can't wait to try it ingame!


Ah that's nice. :)
Though I must admit, unless it has been corrected, I didn't really like the echo you hear in the Market District when two people are speaking. It had the reverb of an empty room. :P


Probably listed on that site, but in case you haven't seen it yet I use http://www.freesound.org/index.php for all my custom sound effects. It has tens of thousands of free sound files, most of them have very high quality. Combined with a decent sound editing program you can get almost any sound effect you want there.

Also, in my Sheogorad mod I use a special sound emitter setup for Velothi dungeons. It's a scripted activator (only an editor marker so not visible in game) that moves randomly around the player from time to time and emits scary sound effects. That way you always hear different sounds from different directions. Works very well, maybe you could do something like that in regular dungeons as well. Instead of having static looping sound effects like in vanilla dungeons exclusively.


Oh cool thanks for that website Phitt! I'll spend a lot of time browsing on this one. :)
I use Sony Vegas for my sound editing needs.

Thank you for this idea about the dungeons. I was indeed thinking of scraping the looping sounds because they get very repetitive. I thought of an activator in each dungeon cell that plays the sounds every now and then. I didn't know it could be moved around the player though. :)
Do you use a certain function to recognize a dungeon cell or have you placed this activator in every dungeon cell?
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Wed Mar 30, 2011 4:46 am

Ah that's nice. :)
Though I must admit, unless it has been corrected, I didn't really like the echo you hear in the Market District when two people are speaking. It had the reverb of an empty room. :P


Just wanted to say that you have a tuning fork in your inventory (Sides EAX Control) and with that you can easily change the behavior of a cell (Less reverb or what you want :)
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Wed Mar 30, 2011 12:59 am

Thank you for this idea about the dungeons. I was indeed thinking of scraping the looping sounds because they get very repetitive. I thought of an activator in each dungeon cell that plays the sounds every now and then. I didn't know it could be moved around the player though. :)
Do you use a certain function to recognize a dungeon cell or have you placed this activator in every dungeon cell?


In my mod I simply place one of the activators per dungeon. That would work in vanilla as well, but it wouldn't affect custom dungeons. You could use http://www.tesnexus.com/downloads/file.php?id=18160 to move the needed activators with a quest script. http://www.youtube.com/watch?v=SbX0O_zOGG8 is how it sounds in my mod (increased the sound 'spawn frequency' for the video, normally the sounds don't play that often of course). With moving the sound I meant that the activator is moved to a random location somewhere around the player so it doesn't come from the same direction/distance all the time.
User avatar
Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am

Post » Wed Mar 30, 2011 3:57 am

Just wanted to say that you have a tuning fork in your inventory (Sides EAX Control) and with that you can easily change the behavior of a cell (Less reverb or what you want :)


Ah I see. Thanks!
That's a very cool mod. :)
They'll complement each other very well then, since "2D" dialogue is affected in Sounds of Cyrodiil.

In my mod I simply place one of the activators per dungeon. That would work in vanilla as well, but it wouldn't affect custom dungeons. You could use http://www.tesnexus.com/downloads/file.php?id=18160 to move the needed activators with a quest script. http://www.youtube.com/watch?v=SbX0O_zOGG8 is how it sounds in my mod (increased the sound 'spawn frequency' for the video, normally the sounds don't play that often of course). With moving the sound I meant that the activator is moved to a random location somewhere around the player so it doesn't come from the same direction/distance all the time.


Very cool concept. :D
I'll try to make it like yours, and if I'm succesful, it will prove very useful for both dungeons and other areas. Thanks!
And, really, your tomb is awesome. I must admit I lost track of your project for a while and your video has made me sneak into your WIP thread once again. :)

By the way, Sounds of Cyrodiil will also be a modder's resource. If you are ever interested in using the sound ambiances/atmospheres and the scripts that come with it, no problem. :)
User avatar
Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Wed Mar 30, 2011 1:07 pm

Bump to keep it deservedly in the public eye.
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Wed Mar 30, 2011 3:00 am

Just a suggestion if this hasn't been already made: Can you combine this with your ambient dungeon SFX mod to have only one esp slot, and users can pck and choose which parts they want to have sound from (by an ini), so that it'll take only one esp slot?

Just suggesting as many users (like me) have very limited esp/esm slots remaining in their heavily modded setups, and as both these are sound related mods, they could be combined...

Thanks for all your great works! :foodndrink:
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Wed Mar 30, 2011 6:23 am

Do you use a certain function to recognize a dungeon cell or have you placed this activator in every dungeon cell?


very easy with the 'ModelPathIncludes' and 'GetPCLastLoadDoor' OBSE functions. check for 'ayleid' in the door path and you are most likely in an ayleid ruin. also works with oblivion, caves, fort ruins.
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Wed Mar 30, 2011 2:25 pm

Just a suggestion if this hasn't been already made: Can you combine this with your ambient dungeon SFX mod to have only one esp slot, and users can pck and choose which parts they want to have sound from (by an ini), so that it'll take only one esp slot?

Just suggesting as many users (like me) have very limited esp/esm slots remaining in their heavily modded setups, and as both these are sound related mods, they could be combined...

Thanks for all your great works! :foodndrink:


Yes I've been thinking about it and I guess I'll do that. :)
Thanks!

very easy with the 'ModelPathIncludes' and 'GetPCLastLoadDoor' OBSE functions. check for 'ayleid' in the door path and you are most likely in an ayleid ruin. also works with oblivion, caves, fort ruins.


Ahh great.
Though is it possible to use a function that checks what kind of creature inhabits the location? Like checking what leveled creature there is in the dungeon? Because I have location-specific sound effects, such as a zombie moaning in an undead-infested dungeon.

If both your EAX plugin and SoC work together, it'll be one hell of a sound overhaul. :D
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Wed Mar 30, 2011 9:55 am

Though is it possible to use a function that checks what kind of creature inhabits the location? Like checking what leveled creature there is in the dungeon? Because I have location-specific sound effects, such as a zombie moaning in an undead-infested dungeon.

If both your EAX plugin and SoC work together, it'll be one hell of a sound overhaul. :D


i think it would be better to add actor specific sounds directly to the actor in the cs. but you can also check the model path of creatures like 'zombie', 'dog', 'minotaur'... in a getfirstref loop. the cell must be loaded.

do you plan to overhaul the spell sounds??

and will the 2D voice effect editing be seperate for being able to use your plugin with foreign versions of the game?
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Wed Mar 30, 2011 12:42 am

i think it would be better to add actor specific sounds directly to the actor in the cs. but you can also check the model path of creatures like 'zombie', 'dog', 'minotaur'... in a getfirstref loop. the cell must be loaded.

do you plan to overhaul the spell sounds??

and will the 2D voice effect editing be seperate for being able to use your plugin with foreign versions of the game?


Ah I prefer with the modelpath fuction, it's easier and it'll work for custom skins of existing creatures. :)
Thanks for those tips!

No I don't plan on working on the spell sounds. I think they're fine as they are.

The 2D voices will be in a separate file to make the game much more compatible. :)
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Post » Wed Mar 30, 2011 2:55 am

This is going to add tons to the game...We already have visual that is good, so auditory will be a great addition. All we need now is the smell!
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Wed Mar 30, 2011 7:42 am

Any idea on when this will be released? :D
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Wed Mar 30, 2011 2:32 pm

Any idea on when this will be released? :D

"Don't Be Hasty"...actually, I hope soon!
User avatar
loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Wed Mar 30, 2011 2:34 pm

"Don't Be Hasty"...actually, I hope soon!

Hehe. I'm just feeling like a little kid waiting for Christmas. :D
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Wed Mar 30, 2011 7:16 am

Any idea on when this will be released? :D


No idea. I never mod with a release date in mind. :P
The best thing to do is to keep watching the progress. :foodndrink:
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Wed Mar 30, 2011 12:28 am

A bit of news here. I was in the process of getting a new computer so I didn't reply for a while.
This said, here's a trailer I've put up showcasing the new sounds you can hear in the wilderness, to make it more lively.

Enjoy!
http://www.youtube.com/watch?v=A4tdt6iY_b4
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Wed Mar 30, 2011 10:18 am

WOW that's just awesome :tops:
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

PreviousNext

Return to IV - Oblivion