This addon does 2 things.
1. Removes all ambient mutant, gunshot, and screams from the background noises, the only constant noises you hear are now nature sounds, birds, insects, wind, ect.
2. Repurposed the "fake" distant mutant effects into real effect for mutants in the game world. Now if you hear a dog bark very far away, that's a real dog in the level. No more fake dogs in the sound scape.
Sounds are configured for all mutants EXCEPT karlik and tushkano.
Normal sounds for all mutants are louder and can be heard from further.
This addon is still WIP.
New 9/19/2019 in V4
Adjusted most sounds to fade more gradually with distance. Mutants should sound better now.
Removed new dog attack sounds as they weren't very good.
made mutant footsteps louder and carry further
fixed pseudogiant stomp playing the door slam sound effect
removed more random ambient sounds of metal banging and other weird effects that sound very out of place now
v3 9/17/2019
Added New distant sounds from Autumn Aurora 2 and Road to the North
New Psysucker/Bloodsucker distant noises
Psysucker uses random distant noises from every other mutant to fool the player
Lowered volume for ambient nature sounds by about 30%
Much more variety of sounds overall for all mutants
Made normal mutant noises be audible from a shorter distance.
I highly recommend my other sound overhaul addon to go with this, as well as the Escape From Tarkov bullet impacts/cracks addon.
Gunshot Overhaul: Moddb.com
EFT Impacts/Cracks: Moddb.com
If you have any issues, please let me know and I'll do my best to resolve it.
Showcase of version 1.
Wow, posted just about an hour after I gave up my search for a "spooks" rehaul. If I may make a request though, maybe a version with the screams and gunfire sounds left in, but played less often and further away from the player? I've messed with the distances before and found them to be far more immersive/tolerable when they sound like they're further than 50 meters away.
Either way, this is an amazing change that the game desperately needed. I thank you immensely.
Second this. Good idea.
Thirded
Great idea! What files and lines did you edit to make the ambient noises sound farther away? :)
I should have clarified better, the files were from the "Sound Restoration for Anomaly 1.5" addon, which is currently outdated. In the "sound_channels.ltx" file (as well as "other_channels" and "restored_channels") you could see each sound channel and set the minimum and maximum distances the sounds in that channel would be played at. It also had a "period" variable which I think designated how often the sounds played, but I couldn't really confirm it.
I edited the variables to make the ambient screams, mutant sounds, and gunshots all play further away and (I think) less often, which greatly helped my immersion. Unfortunately, that original mod is outdated and doesn't work with Beta v3.
Forthed..?
*HELLO HELLO?*
Thanks, i was waiting for something like this!
If I may ask, which line affects the distance at which the mutant sounds play? I've tried messing with the "distant_idle_sound_range" variable in each creature's config file, but I don't think I'm making a difference.
That variable is very confusing. Right now I think that it actually means the minimum distance the distant sound plays rather than the distance it can be heard. To adjust the distance the sound file players, it's based on the comments on the .ogg sound file. I use SAVandT.exe as an easy tool to edit them.
That would explain why I'd always had inconsistent results anytime I tried messing with the sounds in this game, I never knew .ogg files contained that kind of information. Thanks for the help!
so i think there is a typo in m_boar.ltx in line 199 in original file:
sound_die_in_anomaly = monsters\boar\boar_anomaly_
in your mod this line 199 says:
sound_distant_idle = monsters\boar\rnd_boar_
and then it's repeated in line 203:
looks lice copy paste mistake.
Does this cause crash?
Have no idea if that is a cause of an potential CTD event
Anyways I’ve been looking into the .ltx files and I guessed by comparing that the section "; Sound" for “m_boar.ltx” should look like the following lines, but I have not tested it myself if it does indeed has any effect at all, causes new troubles.
Changes:
I removed the cloned "sound_distant_idle " record at line 203
and added the missing "sound_die_in_anomaly = monsters\boar\boar_death_" record at line 199
;------------------------------------------------------------------------
; Sound
;------------------------------------------------------------------------
sound_idle = monsters\boar\boar_idle_ ; idle_
sound_eat = monsters\boar\boar_eat_ ; eat_
sound_aggressive = monsters\boar\boar_aggressive_ ; attack_
sound_attack_hit = monsters\boar\boar_attack_
sound_take_damage = monsters\boar\boar_pain_ ; hit_
sound_die = monsters\boar\boar_death_ ; die_
sound_bkgnd = monsters\biting\def_
sound_threaten = monsters\boar\boar_threaten_
sound_landing = monsters\boar\landing_
sound_steal = monsters\biting\def_
sound_panic = monsters\boar\boar_panic_
sound_growling = monsters\biting\def_
sound_die_in_anomaly = monsters\boar\boar_death_
sound_distant_idle = monsters\boar\rnd_boar_ ; только для расстояний свыше 200м
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
distant_idle_sound_delay = 100000
distant_idle_sound_range = 50.0
;Frequency of sounds to be played
idle_sound_delay = 14000
eat_sound_delay = 5000
attack_sound_delay = 4000
SoundThreshold = 0.06 ; range [0..1]
max_hear_dist = 100 ; range [0..1]
max_hear_dist = 100
this mod is fantastic
I noticed that the sounds from Metro 2033 are back. I assume they now function as the distant sound for a type of mutant, no? :)
Cheers
I have an question.
So as everybody knows the gamedata folder, since the new anomaly versions, has become
a simple "mod installer" folder. But I think it just so happens that it's not overwriting correctly the
game files. I think it's the same with this mod, I'm with the impression that it does not remove the
sounds already on the game and the "birds ambient sounds" i heard on the mod folder, I couldn't hear it a single time in the game. They are the same.
Again, it could only be an impression, if the mod creator could clarify this for me I would be grateful.
Thank you in advance :)
Does this work on 1.5.1?
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