Description

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.

Preview
Food_drug_and_drinks_animations Sound pack + Extra sounds V1.3
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Guest
Guest - - 692,092 comments

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!

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Shr¡ke Author
Shr¡ke - - 281 comments

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.

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Guest
Guest - - 692,092 comments

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!

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BadaBoom_0325
BadaBoom_0325 - - 579 comments

And why when character starting drinking water, he "puffs" like a locomotive? *inhale, drinking... exhalation".

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Shr¡ke Author
Shr¡ke - - 281 comments

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.

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BadaBoom_0325
BadaBoom_0325 - - 579 comments

No worries, comrade, I already fixed these sounds for myself. Audacity is great!

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D-Filin
D-Filin - - 22 comments

Great job! Thank you!

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Shr¡ke Author
Shr¡ke - - 281 comments

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

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qwert32
qwert32 - - 2 comments

GOOD!!!

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Shr¡ke Author
Shr¡ke - - 281 comments

Thanks for trying it out.

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AVEismaschine
AVEismaschine - - 264 comments

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.

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Shr¡ke Author
Shr¡ke - - 281 comments

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.

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AVEismaschine
AVEismaschine - - 264 comments

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.

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grofnjokula
grofnjokula - - 80 comments

please fix ogg comments :)

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KraizerX
KraizerX - - 186 comments

thanks for the virus

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aorushome
aorushome - - 223 comments

Nice try, could you pls fix the ogg errors, they produce stutters.

Gsc-game.com

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grofnjokula
grofnjokula - - 80 comments

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.

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aorushome
aorushome - - 223 comments

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

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grofnjokula
grofnjokula - - 80 comments

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. :)))

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aorushome
aorushome - - 223 comments

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.

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grofnjokula
grofnjokula - - 80 comments

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

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aorushome
aorushome - - 223 comments

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.

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Simbrave
Simbrave - - 234 comments

Sounds real good thanks

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Shr¡ke Author
Shr¡ke - - 281 comments

working ogg comments today

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Akira0827
Akira0827 - - 9 comments

another mod that has a permanent spot in my load order. Thank you for your great work!

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oozish
oozish - - 330 comments

I love this mod! Refreshing change and I think MORE accurate than without. 10!

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Stalker_Klever
Stalker_Klever - - 1 comments

Довольно не обычно спасибо уважаемый автор!)

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soumyadeepchoudhury2
soumyadeepchoudhury2 - - 3 comments

will it run with anomaly 1.5.2?

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insanebiscuit0917
insanebiscuit0917 - - 9 comments

Did it?

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