Addon to the well known drink and foods animation pack, replaces a good deal of sounds for items used by the addon pack and those in the game it self.
This mod is a sound addon to the food and drink animations mod replacing many sounds with new ones with the soul purpose of immersion and quality.
*Requires FOOD, DRUG AND DRINKS ANIMATIONS V0.8.7C [1.5.1] To be installed before adding this.
Changes:
* New sounds for opening and closing on all artifact containers.
* New sounds for repair tools for weapons, armor and helmets.
* New disassemble sounds for fabric items.
* New sounds for food items such as canned foods, MRE's, Vodka, Water bottles etc
* New mutant loot sound
* New inventory open and close sounds.
* New battery insertion sound
This is Version 1 first time doing foley sounds so there will probably be some changes in the future.
V1.1 changes
*Artifact containers opening and closer audio extended to better match the duration of the animation.
V1.2 changes
*Minor refinements to vodka and water bottle audio
* New inventory open, close, move to slot and move out of slot audio.
V1.3
*Ogg comment fixes
*New open and close inventory sounds.
Installation:
*Ensure that the Food and drinks animations mod is install before installing this mod as most of the sounds are sync to those animations.
Youtube.com <- Preview
Great work dude! The most I could suggest as for any sort of improvement would be to try to make sure the sounds end roughly right when the action is finished.
Personally I always hated taking artifacts out of LLC's to sell them but had to simply watch for the small little head movements to stop before I knew I could talk to the vendor. The idea being of course to minimize time your exposed to the radiation, or in the sake of say repair kits knowing when you can pull your weapon out again.
The only real way to do it currently is to just memorize the timing best you can or to simply spam buttons. Either way, just an idea. Keep up the great work! Anomaly could certainly use someone savvy with audio to do some work on it!
Yea I understand what you mean this first run was just syncing the sounds to the same time frame as the other sounds were for the containers, I have the same issue so what I will probably do with the containers themselves soon is just add some extra handling sounds like perhaps some more rattling or movement until reaching the end of the animation it self should indicate when animation is finished.
I managed to time it better with the repair kits, that was just by pure luck but at least now that delay was more or less sorted.
Indeed, I know there is a few sound modders already present in the Stalker modding world, and this was my first attempt at foley stuff I usually handle weapons, explosions, vehicles and audio along those lines however a great deal of the inventory audio is still carried over from Misery days so I thought this would be a good starting point to jump in.
I am interested in doing more stuff such as foot steps, anomalies, blowouts, weapon reloads and any thing else I feel like could use touching up.
Weapons certainly have some free room for you to explore if you're interested in it! Really and truly the only thing like that out there is JSRS and that is quite resource intensive to say the least. Id give it a try if you enjoy working on that sort of thing.
Well happy to have you aboard! Just don't let the community get to you. This place is like reddit, it's either gold or trash to most of them, but you'll always have at least some people who appreciate your work.
Well sounds like that worked out pretty well! Good work!
And why when character starting drinking water, he "puffs" like a locomotive? *inhale, drinking... exhalation".
Oddly I made no changes to very few of the inhale sounds since I didn't have any of those present those were carried over from the sounds that come when you download the animations mod I'll probably end up changing that aspect.
No worries, comrade, I already fixed these sounds for myself. Audacity is great!
Great job! Thank you!
Thank you I'm playing on a weapon handling audio pack soon covering mostly the AK weapons and AK styled weapons like the Saiga and vpre
GOOD!!!
Thanks for trying it out.
An absolute must have for the gun oils. Turns the Brunox spray on oil from an ear grating whine to a nice pleasant breeze. Fantastic work.
I would say the inventory open and closes are a bit sharp though, given how often you open and close it in the game you know? Id say that's my only iffy part.
I'll have run through of the inventory open and close stuff Play with it a bit more and see where I can get it too.
No worries, might just be a problem with me. I do use my inventory rather spastically at times. Either way great work on the rest in my book.
please fix ogg comments :)
thanks for the virus
Nice try, could you pls fix the ogg errors, they produce stutters.
Gsc-game.com
man! thank you for the app, any advice on what values to set or leave at deafault? I'm no modder, I just want a "no errors in the console" experience.
There is no "basic rule to apply to all" thing.
If you want to know what the standard is, you have to look at the base files of the game.
There is a folder called "tools" in your anomaly installation folder. There you will find a file called "db_unpacker.bat".
If you run this bat file, the script behind it will unpack the anomaly base files (take care, it takes up to ~20GB of space).
After that, go into the newly created "_unpacked" folder, where the whole extracted base game files are. There you will find the "sounds" folder. You can then load them up inside the SAVanT tool (simply navigate to the folder or make a folder at your desktop and copy the files you want to look at there). If you open an .ogg file, you will see the default values, the developers intended.
FOR EXAMPLE: If I want to edit the sound properties that I hear when applying a medkit, I will go to **tools\_unpacked\sounds\interface and look for "inv_medkit.ogg". When I open this file in SAVanT, it will tell me the default values, so that I know how to edit my own.
I hope this is not too confusing
Apsolutely not confusing, I actually did all this while waiting for the dude to fix it just because you actually linked useful information. Thank you man.
Also, I'm guessing it's not a big deal not to change any values for medkit usage lets say, I mean, I'm not gaining or loosing anything by enemies not being able to hear my medkit usage sfx? Also I have done the same (just insterted the comment block) for Aim In Aim Out rattle sfx. You think that might be breaking the game somehow?
Again thank you so much for the info. :)))
You won't break anything. The worst that could happen, is that you remove the NPCs ability to hear your actions. I don't know how the aim rattle is set, but I would like to keep it vanilla, so that enemies can hear it, if they can at all.
Or maybe if I want enemies to hear my nightvision going on etc. I wont change it.
Imagine sneaking into an enemy base and turning on your NV, 3 meters from the enemy and they react to it, since they can hear it. Damn nice.
EDIT:
Well now I know about aim rattle :D
5 Meters hearing distance for AI to raise / lower / aimin / aimout.
way too much, thx for the inspiration.
Man I love you for the info about all that, It's so hard to get any easy information about this stuff. I'm making my own food sounds, downloading files and recording some myself, enjoying the **** out of replacing the sounds. So all in all thank YOU! :D
Also, kind of still don't get it, so if I don't do anything to the values, it's gonna be silent for the enemies? because that's kind of what I want :'D Testing it is kind of difficult tbh
If you add your own sounds for lets say eating bread and leave the "maximum ai distance" at 0.0 then yes, I believe they won't hear that sound. You will hear it, depending on the other sound attributes you set and if someone eats bread, then you will hear it too, but the AI won't.
It's like sneaking up to some bandits and getting too close to that bush, then suddenly they will react since they heard the bush sound.
Sounds real good thanks
working ogg comments today
another mod that has a permanent spot in my load order. Thank you for your great work!
I love this mod! Refreshing change and I think MORE accurate than without. 10!
Довольно не обычно спасибо уважаемый автор!)
will it run with anomaly 1.5.2?
Did it?