Sounds of Cyrodiil
I love to play Oblivion with music turned off to immerse myself in the world without having loud trumpets following me.
While Oblivion offers a superb sound atmosphere in the wilderness, it is lacking inside the civilized areas.
The cities' sound ambiances are composed only of natural sound effects such as wind and birds. The interior of houses are soundless.
Some months ago, I launched my sound editing software and started playing with creating sound atmospheres. What started a while ago as a city soundpack has evolved into something much deeper in terms of sound experience. Welcome to Sounds of Cyrodiil!
What does it do?
Sounds of Cyrodiil adds not only exterior city atmospheres, it also adds some inside locations. For example, if you are walking around in the http://www.onmvoice.com/play.php?a=20824 and decide to enter a shop, http://www.onmvoice.com/play.php?a=20823 if you get closer to the shop's windows or front door. This way, every house is not soundless anymore. You hear what's going on in the streets as you get closer to the front windows or doors.
The reverse is also true for taverns. As you walk past by a tavern's doors or windows, you http://www.onmvoice.com/play.php?a=20828. At night, taverns' sound atmospheres are different depending on what social class they are part of. The Bloated Float http://www.onmvoice.com/play.php?a=20827 than the Tiber Septim Hotel.
Part of the taverns' sounds is music as well. Like the pvssyr atmosphere, the music varies on the social class. Lower-class inns http://www.onmvoice.com/play.php?a=20829, upper-class inns http://www.onmvoice.com/play.php?a=20833 and middle-class inns, like the name implies, http://www.onmvoice.com/play.php?a=20831.
What, I think, pushes forward the sound atmosphere is this: If your character is inside a building, he'll hear what's going on on the floor above. If you have broken in a house, checked to see if nobody was home and ventured in the basemant, you might be surprised to hear the occupant arriving home. Hearing the door opening and closing, hearing his footsteps above your head. Get closer to the door and you might hear him do his things inside the house. Cooking, placing stuff. Even talking if he's not alone.
For instance, in the Bloated Float, hear the http://www.onmvoice.com/play.php?a=20830.
Then I have also filters and effects applied on some of the game's voice overs to make them sound much better. To make the voice fit the environment. For instance, http://www.youtube.com/watch?v=tFbgBbflgdc, not in front of a microphone.
Every door that leads to another cell has a sound ambiance that allows you to hear what's going on outside.
There are unique sound ambiances as well. http://www.onmvoice.com/play.php?a=20819 and you'll http://www.onmvoice.com/play.php?a=20820 and be able http://www.onmvoice.com/play.php?a=20821. Hear the Moth Priests in the Palace Library pick up books, whisper to each other. The castles have an echo sound ambiance, sometimes you can hear echoed footsteps.
If you venture in the imperial sewers, you'll hear the street activity if you stand near the exit.
For chapels, it integrates Losing My Religion's sound ambiances. Hear the priests chanting in Chorrol and the holy sound atmospheres of the other chapels.
Each city has a unique exterior/interior day and night sound ambiance as well.
There are other misc. changes, less important but pleasant to hear, like some people who snore when sleeping. Or the magic purple flames in the Arcane University http://www.onmvoice.com/play.php?a=20826
My goal is to make no environment soundless. To provide a more realistic and immersive sound experience. Listen to the samples below (Some of those already linked in the description above)
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)
- 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)
- More to come!
Feel free to comment. I'm always open to suggestions.
