I deal primarily with audio files and software-end modifications. Everything from cleaning up tracks to enhancing them. I work mostly with Sound Forge, Wave Studio (and now) SoundBooth CS5. Occasionally I'll do some dabbling with texture editing and very minor scripting, and am usually willing to figure out how to go about making changes to games myself - if it's within my means to do so. I'm still working mostly with the STALKER series, and my work can be found being used in the following mods: *SoC - Rebalanced 1.2 *SoC - STALKER Weather Overhauled 3.0 *SoC - Super Mod Pack 2.4 *SoC - Complete 2009 *SoC - LURK 1.4 *CS - Complete *CoP - AtmosFear 2.1

Report RSS Ambient Audio Overhaul - still moving forward

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Just an update for all those interested - AAO for all 3 titles is continuing to move forward. I still intend to complete AAO:CS v1.0, which is building off a lot of info I learned about X-Ray 1.6's audio engine during development of AAO:CoP. The new engine allows for a lot more flexibility with ambient positioning, which can really create more of an ambient feel than was possible with SoC. AAO:CoP will be seeing an updated version in the future as well (probably after AAO:CSv1.0 is released) - although it's "version" is still yet to be decided . . . will really depend on just how much will be addressed. As it stands, I don't intend to have to change a whole lot (although that may change).

As well, AAO:SoCv2.0 is still in the mix - further tweaks and adjustments to the overall ambient schemes for all levels are on the agenda, additionally some more sounds will be thrown in too. If all goes well, I also intend to get further into the SDK and attempt to add additional sound enviornments (EAX) to the vanilla levels . . . and create new sound environments that were not present in the vanilla game. I also intend to place/tweak some additional env_mod sections to prevent ambient sounds from being heard in certain locations (i.e. 100Rads).
Further work on re-commenting all the NPC audio is still slated for all 3 titles . . . and I'm cooking something up to nix all those annoying NPC greetings in CoP.
My goal with the next iterations of all 3 is to make the ambient sounds even more ambient, and further push them back from the forefront - and I also intend to try and make things sound both a bit more realistic, and even more un-nerving . . .

. . . and for the modders out there - I'll start including some resources with releases; tables showing what commenting values were used for which audio sounds (allows for better understanding of how far AI will "hear" them); configs and instructions for activating radios, or adding sounds to physic objects via editing of the .spawn; possibly un-used raw/commented sounds; etc.

So, stay tuned!

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