The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.

Report article RSS Feed L.U.R.K. 1.2 Sound Design Dev Diary 7

Daemonion's white noise creates a romantic ambiance in The Zone!

Posted by Daemonion on Oct 9th, 2012

Yes, damn it, I know this is posted out of order. Dev Diary 6 is still a WIP <3

This dev diary can be summarized by the following question and picture: what does this sound like?

Hm, like this, me thinks.

Ah, enter our old friend - white noise.

As I mentioned in an earlier video, white noise is needed in Shadow of Chernobyl to make the game world seem more alive and believable. Through the use of space restrictors and my ridiculous code to make them work properly, I can now designate any area of the game as a home to a specific sound once the player enters it.

My primary use for this feature is to give each building (but I will also be using it outside of buildings)  audible character that exists in the background to create a carefully constructed atmosphere. This serves two purposes - it prevents the game from ever being completely silent (as in complete digital silence), and it adds an incredible sense of immersion for the player. In other words, what you see is what you hear.

The code I wrote and mentioned above not only allows me to have buildings, bunkers, tunnels, caves, etc exhibit their own audible character (in sunny weather and stormy weather), but it also allows me to give each particular level a background ambiance (in sunny and stormy weather as well as day and night). So, each building will have two versions - a calm weather and a bad weather version (like I show with the bunker in this video) and each map will have a calm weather, bad weather, daytime and nighttime version. The Red Forest will sound completely different than Cordon, which will sound completely different than the Chernobyl NPP, and so on.

Honestly, this is the fun bit I have been trying to get to for over half a year. The old and Slavic X-Ray engine is cruel mistress, but I have almost all of my kinks worked out. The last big kink in my glorious master plan is writing a script to cross-fade (or at least fade) audio in Lua. If anyone can help with that, please contact me!



My DAW, Reason 6.5, back in action after hiatus

What does this all mean? In one sentence: dynamic and immersive audio not seen in any STALKER mod to date, Shadow of Chernobyl, Clear Sky, Call of Pripyat or otherwise. This has never been done before, and you'll only see (hear?) it in LURK 1.2.

You know what also hasn't been done before? A complete, proprietary overhaul of STALKER's weapon audio using field recording. Guess who I got to spend time with last week? A full-auto AKS-74U.


Expect three more dev diaries by the end of October. Consider it my apology for being so damn busy these last few months.

Daemonion

Post comment Comments
Trooper425
Trooper425 Oct 10 2012, 1:02am says:

The MISERY team (a CoP mod) has some phenomenal visuals and features. They could certainly use an audio package like the one you are putting together. Have you, and the LURK team overall, thought about joining forces with another mod group?

+6 votes     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Oct 10 2012, 4:10am replied:

I wanted to contact them already but holden doesn't seem to react on messages like these :(

Plus, adding this to CoP would result in starting from the bottom up again. Idk if it will work like it does here, maybe better, but that's just an assumption.

+1 vote     reply to comment
Kelevera
Kelevera Oct 10 2012, 5:02am replied:

Maybe it'd be best to finish this SoC mod before they start taking on too many other projects. They seem to have a lot on their plate already :D.

Nice work btw Daemonion, sounds great!

+3 votes     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Oct 10 2012, 6:06am replied:

Indeed,

Also, daem, this is looking and sounding great! kinda pronnounced, but i know you'll be fixing that :)

+1 vote     reply to comment
Daemonion
Daemonion Oct 11 2012, 5:16pm replied:

I unfortunately do not have the time resources to work on two mods; currently, at least.

Although the CoP engine does allow for stereo sound ...enticing!

+2 votes     reply to comment
Lacedaemonius
Lacedaemonius Oct 10 2012, 1:19am says:

: O

+2 votes     reply to comment
DarkMajor21
DarkMajor21 Oct 10 2012, 12:12pm says:

Great Job I really like the idea of white noise.

+1 vote     reply to comment
Resev
Resev Oct 11 2012, 10:39am says:

Very nice, perhaps a little too loud.
That static on the light bulbs on the other hand is definitely way overpowered. Needs to be lowered by quite a bit. Right now it's teeth grinding loud and nearly omnipresent.
10% lower volume on the white noise, and 25% on the static would do wonders for the effect.

+3 votes     reply to comment
Daemonion
Daemonion Oct 11 2012, 5:08pm replied:

Thanks for the feedback! I agree with your assessment, though I probably wouldn't use the phrase "teeth grinding loud" :)

+3 votes     reply to comment
Clear_strelok
Clear_strelok Oct 11 2012, 1:35pm says:

God, i think i hadn't seen so much sophistication in the sound design since the last DICE games. You're really doing a great job !

+3 votes     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Oct 12 2012, 4:02am replied:

The funny thing is, he took inspiration from them ;)

+1 vote     reply to comment
Daemonion
Daemonion Oct 12 2012, 11:02am replied:

This is probably the greatest comment you could give me.

+2 votes     reply to comment
baassbooster
baassbooster Oct 11 2012, 7:34pm says:

Great ur using Reason.Im also a Reason user although i use it for music creating. 10 years of usig it hehe.Great job here with that sound. Which synth did you use? Malsstrom or Subtractor? Personally i would choose Subtractor or maybe Thor.

+1 vote     reply to comment
Daemonion
Daemonion Oct 12 2012, 11:39pm replied:

Well, hello, fellow Reason user!

I don't use any synths as the base for audio; I always use real sounds if it is for a real thing.

For example, all of my bullet cracks come from me shooting actual guns. Youtube.com

I will always use real sound whenever possible.

+2 votes     reply to comment
baassbooster
baassbooster Oct 13 2012, 5:20am replied:

Well i meant for the white noize sound because i already had success creating it for my mod for crysis.In subtractor ist fairly easy to create it,and since sample is only that long u avoid so called loop holes.ECF-42 is multipurpose filter and i use it constantly

+1 vote     reply to comment
ChielScape
ChielScape Nov 4 2012, 9:58am says:

Sounds like there's a giant fan running.
I dont think room noises are a good source for underground bunkers and facilities. I think you might want to use anomaly sounds instead or whatever else is down there, buzzing of a distant transformer.

Leaking is a good idea, but it seems a bit much to me.

+1 vote     reply to comment
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