Description

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.

Preview
Distant Mutant Sounds
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Rozzy502
Rozzy502 - - 5 comments

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.

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Guest
Guest - - 691,350 comments

Second this. Good idea.

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CordonDweller
CordonDweller - - 11 comments

Thirded

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Wookienator
Wookienator - - 1,023 comments

Great idea! What files and lines did you edit to make the ambient noises sound farther away? :)

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Rozzy502
Rozzy502 - - 5 comments

I should have clarified better, the files were from the "Sound Restoration for Anomaly 1.5" addon, which is currently outdated.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 Unfortunately, that original mod is outdated and doesn't work with Beta v3.

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LifeDecoded1997
LifeDecoded1997 - - 148 comments

Forthed..?

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Rogue_4TW
Rogue_4TW - - 172 comments

*HELLO HELLO?*

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Snashky_Nilidus
Snashky_Nilidus - - 337 comments

Thanks, i was waiting for something like this!

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Rozzy502
Rozzy502 - - 5 comments

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.

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Solarint Author
Solarint - - 151 comments

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.

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Rozzy502
Rozzy502 - - 5 comments

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!

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Guest
Guest - - 691,350 comments

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.

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OnlyaWanderer
OnlyaWanderer - - 168 comments

Does this cause crash?

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Guest
Guest - - 691,350 comments

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

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PossuM
PossuM - - 322 comments

this mod is fantastic

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Wookienator
Wookienator - - 1,023 comments

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

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OnlyaWanderer
OnlyaWanderer - - 168 comments

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 :)

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khalmika
khalmika - - 169 comments

Does this work on 1.5.1?

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Guest
Guest - - 691,350 comments

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