Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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Weapons sound & .ogg editing and comments (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : Mod optimization : Weapons sound & .ogg editing and comments) Locked
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Jun 14 2015 Anchor

I've been trying to edit weapons sounds and create my own ones from youtube video to get even more realistic versions than misery. I successfully made some .ogg sounds for several weapons already and yet I've met some issues : I found that there is something called " ogg commentaries " that are needed to get the sound attenuation / fade out in game. But I kind of lose it when I create my own sound files.

I discovered there is an editor, especially SDK COP v0.7 which is a level editor but also contains a sound editor. With the informations I got from the internet I could barely understand how it works especially as the explanations I got were very weird. If someone can tell me whether or not there is something to do in addition of using the sound editor, because it's like when I do it, nothing really changed in final when adding the sound in the game : there is absolutely no fade out and when npcs shoot it's horrible.

Anyway if someone has a way to fix this problem with modding sound and could explain me clearer than those russian stalker wikis badly translatable... i would be glad !

Here is a link of the original russian website I used. The first and second subsections explains a manipulation in order for the comments not to be deleted but I find it's not really clear:

Stalkerin.gameru.net


mp5lng
mp5lng The Gunsmith
Jun 14 2015 Anchor

The SDK will just mess your mind, I use the SDK to edit meshes and assign textures only.

There is a much easier way to comment the ogg sounds and make them usable in STALKER, first, the ogg files you create MUST have 1 mono channel only, not stereo, if you make them stereo your game will crash. Second, you need a tool named SAVandT, it's the tool you need to set ogg properties, put your ogg beside the exe, open the tool and select your file, you can load any vanilla or Misery ogg file and take a look into it, here is a sample, as you can see, the file has only one channel, the second table option has the game sound type, be it shooting, reloading, or ambient, you make sure to set the right type. The base should stay around 1 and 2, stick to the vanilla if possible. Minimum distance, I'm not sure what it means, keep it in 20 and under. Max distance is how far you can hear the sound. Max AI distance is how far the AI can hear you shooting, that is where the game balance stands, I could be wrong with the last two options though.

Let us know the result!

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Misery : The Armed Zone
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Jun 16 2015 Anchor

I've got some issues again, I don't get the comments to work properly : i got some NPCs firing at full volume from far far away. I need some more precision : I got the audio files working without crashing even with stereo, but is mono needed for comments to work ? Moreover, I've read some posts here about radio song editing saying that when using SAVandT modifications should be done AFTER having put .ogg in final stalker folder, not before and there is this unclear thing about the "Rename with ... .bak", what do I do, should I keep is checked or unchecked ? I'll try to do things waiting for a clarification !

mp5lng
mp5lng The Gunsmith
Jun 16 2015 Anchor

You just don't mind the .bak file, it's a backup for the one you have modified with the tool, as for the destination, it is not necessary to put the ogg inside the final folder, I have been doing this for a while, I edit the ogg where I told you and then I put it where it belongs. The thing that makes the ogg goes full stereo is the stereo itself, I told you, the game uses mono only, two channels will never work, you were lucky the game did not crash, now go back and start over using MONO channel only :p

P.S : Remove the .bak if the file is working file ingame.

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Due to continuous support we've given you the "Forum Dolphin" title!
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Misery : The Armed Zone
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Jun 17 2015 Anchor

Heheh GOOD news ! I've finally fixed all my problems (so far) ! I'm just trying to adjust values now, and see if I will ever meet any further problem. Anyway, i'll try to release a little teaser video, showing what i've done, but in my opinion this will be some great stuff !

mp5lng
mp5lng The Gunsmith
Jun 17 2015 Anchor

That's great to hear! congratulations :) be sure to post a link here and here too in the comments section, an maybe in Misery's comments section too.

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Due to continuous support we've given you the "Forum Dolphin" title!
- [TZP] LoNer1
Misery : The Armed Zone
Misery's Official website
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Jun 18 2015 Anchor

Ok so I've been looking for a way to "steal" the audio files from battlefield 4. I successfully got the game data, and I found explanation on the web about converting the files from original .cas to weird formats I didn't even know about and then usable ones. Prouf of having found an audio extractor I discovered with surprise that there is no sound of weapon of any kind except 1 or 2 bolt wave sound, nothing else.

Anyway in conclusion, regarding this, I'll prefer to keep a certain diversity to weapons sounds in misery and do what I used to do : taking sounds from youtube videos, maybe some amateur battlefield extraction sounds I like, but in final give my mod a more "personal touch" and not just doing all the time a stupid copy and paste from a gamedata. Anyway the greatest advantage we can find in this community here is to be able to take whatever you want to improve your game in the way you want to, that's how I see the whole thing. I'm just here to help people who wish not to spend time on editors and give them easily usable stuff.

My teaser video will be coming out soon, maybe tomorrow or the day after. I am thinking about showing the best contrast the mod gives.


Teaser of the teaser : Youtube.com

mp5lng
mp5lng The Gunsmith
Jun 18 2015 Anchor

That M249 sound is pretty cool, I like it, I guess your sounds tweak will be awesome :) I might integrate to my addon it if it get the needed attention and if you want.

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Due to continuous support we've given you the "Forum Dolphin" title!
- [TZP] LoNer1
Misery : The Armed Zone
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Jun 19 2015 Anchor

Hey ! The teaser is out ! You can see more serious stuff. My favourite is all the way the axe ! Heheh ! :P


Link : Youtube.com

mp5lng
mp5lng The Gunsmith
Jun 19 2015 Anchor

That's really awesome man, I like the M24 and the shorty mossberg a lot! I'm so adding your tweak to my game :) and if you want, I can integrate it to the mod.

Two weapons I did not really like their sounds, the COLT and PPSh, they sound too loud for their caliber, try lowering or even change them, the silenced COLT is perfect by the way.

Your sounds tweak will be a must for all TAZ fans when the new update is out :>

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Due to continuous support we've given you the "Forum Dolphin" title!
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Misery : The Armed Zone
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Jun 20 2015 Anchor

I distinguish two parts for a sound : first the shot himself, then the echo. Also, what do you mean by " too loud " ? is that the base audio volume in dB which is (voluntary) high (but it's even more striking in game) ? Maybe I see what you mean, I know there might be a little more echo on the sound itself for both the colt and the ppsh. Concerning them, I can test BF3 sound instead of BF4 one for the colt. There is also the BF Hardline version which is a third possibility. Let me know once I will show you. Relatively to the ppsh41, I took sound from FPSRussia Youtube.com but this one, I realized has quite a lot of echo (see the forest just behind... but i'm really lucky cause there is another video from him, less echo this time ! I'll try this instead : Youtube.com

There is a long way till I release anything especially that there is more that 80 weapons, not considering I sometimes make 2, 3 or even 4 files for a shooting sound and that I also come back at a sound and spend more time If I see something doesn't fit or I dislike. Though I'm really glad you appreciate my work. I spend hours on it, and it's getting better each day. I'm so impatient myself exploding zombies faces with sawed-off shotgun heheh.

As you may know (dunno If I said) this will be free stuff, everyone will be able to download, tweak (is they find how and have courage lol) replace anything with whatever they want and even modify, upload new files for the community... but on this point I think I would let you manage which mod is gonna be released on TAZ, it's simpler. Though, we'll see this right in time. Let's go back to work !

mp5lng
mp5lng The Gunsmith
Jun 20 2015 Anchor

That's the reason of the loud sound then, the bloody forest :p add that the weapon is loud already, the sound is pretty good, but it need to be tweaked a little, I'm sure you'll figure that out, as for other games' sounds, I don't know and I can't tell whether you should or should not take them, it can be illegal to do so.

You don't really need to tweak all sounds, but it will be great having them all replaced :) and I don't think people would dare tweaking your sounds any further :v it's not an easy thing to do after all, besides, who would like to replace a real sound for a fake one ?

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Due to continuous support we've given you the "Forum Dolphin" title!
- [TZP] LoNer1
Misery : The Armed Zone
Misery's Official website
Misery's Moddb page
Jun 21 2015 Anchor

Ok, so, so far, has been done : AEK-971 + suppressor / AKM + suppressor + new recharging sound / AN-94 Nikonov + suppressor / AS-VAL / FAL / M4A1 / M16A3 Sniper / Desert eagle / Colt 1911 + suppressor / MP412 / MP5, all variants + suppressed versions / PPSH-41 + suppressor / Thompson M1A1 / UMP45 + suppressor / AWP / M24 green dragon / SVD dragunov / KSVK 12.7mm / M249 SAW / SPAS-12 / Mossberg 500 / Maverick 88

AEK-971, AKM, AN-94, Colt 1911, MP5, UMP45, PPSH-41, M24, SVD, M249 SAW, Mossberg 500, Maverick 88 are fully finished (not considering I could be tweaking comments as I didn't really spent much time analyzing how NPCs were reacting especially about far distances shots and silenced shots, so just talking about sounds but i'm pretty confident on this point)

Stay tuned, maybe tomorrow I will post a new video, showing you my progress. Regularly I will do this, just like photos I can catch from your new weapon textures on TAZ.

mp5lng
mp5lng The Gunsmith
Jun 21 2015 Anchor

This sound pretty awesome man, job well done. I'm sure commenting out the sounds won't be A problem for you, you covered the hard part :)
Since you are reworking reloading sounds may I ask you to correct one serious issue with a submachine ? It's the mp5k, the reloading sound is not proper at all, I used a random one, if you can get that fixed I'll be grateful, I'm planning to replace that weapon with an HQ model but the sound ia my most concern, can you do that ?

I'm looking forward to see that video!

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Due to continuous support we've given you the "Forum Dolphin" title!
- [TZP] LoNer1
Misery : The Armed Zone
Misery's Official website
Misery's Moddb page
Jun 22 2015 Anchor

I easily made a new mp5k recharging sound. But I want to go even further. Look at this : Youtube.com I find this video very very VERY interesting. If you pay attention, you can hear just what is needed, without echo or any parasite sound (whereas i find very often stupid music going with the video) to get the sound it makes when the mag is dropped and hits the ground. Imagine just, you got a big M60 tearing apart zombies faces, you have to change mag, you drop down a big 200 rounds metallic mag on the ground and hear a sound just like the one in 08:50 in the video, could be awesome ?

Concerning textures, I already noticed a lack of texture on the back of the handgrip for the mossberg, and I find the thompson textures disgusting, it looks like cut plastic stuck together to form a lego weapon

mp5lng
mp5lng The Gunsmith
Jun 22 2015 Anchor

That mag dropping sound is pretty cool, it would be awesome if it makes it to STALKER, but I don't think it's a wise call ripping it from another game, it could lead to some serious problems, if you can do something similar on your own it'll be great, I don't know if any STALKER mod had implemented that feature or not, I may check some of them later and see.

About textures, you can relax, I'm planning to remove all the low quality weapons and textures and add better ones, you are checking TAZ updates already, I guess you got that right ? that Thompson is on my list too :thumbup:

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Due to continuous support we've given you the "Forum Dolphin" title!
- [TZP] LoNer1
Misery : The Armed Zone
Misery's Official website
Misery's Moddb page
Jun 22 2015 Anchor

Dropping mag sound would be cool. Actually I met some issues about that as some weapons reload wayyyyyyyyy too fast, it's like the character shakes it in the air and bzzzzzzt, by magic creates new ammo in the same mag, just look mg36 as example lol. So... considering I might see that again as I focused on few weapons only so far, features with dropping mag sound appears very facultative... so... animations should be corrected first in order this implementation would make sense. But this ain't my speciality at all. About the fact to "steal" sound from a game, would it really be a matter ? I mean, I already got a lot from Battlefield 3 for silencers and these files are widely distributed. Do we really risk something ? I can still manage to do what a different way I want to reach any goal I set to myself, but finding dropping mag sound somewhere else can be a real pain in the ass.

Though the mod I make is dedicated to improve the armed zone and Misery. So you are always the one managing the content and making final decisions.

Also, don't be afraid to ask me anything as long as I still remember about where comes what. Essentially it is : youtube video (IRL recording or game recording (bf3 + bf4 so far) or found battlefield sounds (there are some in bf_sounds folder in TAZ 1.7.4 if I remember well so I wouldn't be causing troubles adding more files of the same kind i guess :=) )

Legally talking I don't know about taking games sounds and rights as I always modify a lot and take free stuff from youtube, if it was illegal videos shall be deleted. Egalization, cuts, merging, stereo to mono, commenting... ok the tone keeps the same but files are way different after I edit them.

Here is what I think about all of this. Let me know your further opinion. I prefer to clarify all from the beginning instead of finding myself forced to change all my work when done !

mp5lng
mp5lng The Gunsmith
Jun 22 2015 Anchor

Well, considering the current TAZ animations, almost all of the bad animations will be removed, the MG36 will be removed until I get proper model with good animations, and several animations are going to be replaced within Misery 2.2 and the next TAZ update, so it's better if you avoid editing reload sounds for now, therefor no dropped mag sound. As for taking sounds from other games, I have seen some other mods doing the same but they have credited the source for the materials/items they have used, I also read in one of the games licences that modders can use the game contents as long as they are not using them for commercial purpose, that was a one game if I recall, maybe you can do the same BUT credit the original authors of the sound, Battlefield for instance. The folder you found in TAZ was actually made after finding it in another mod, so I just kept things as they are :) I did not change the locations of the sounds "laziness overload :3"


P.S : Check your PM.

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Due to continuous support we've given you the "Forum Dolphin" title!
- [TZP] LoNer1
Misery : The Armed Zone
Misery's Official website
Misery's Moddb page
Jun 24 2015 Anchor

I've just been testing my amazing modded desert eagle on a killing expedition to Chevtchenko and slaughtered all the stalkers, that was damn crazy. You feel invincible. (Okay the last one had an exo and a M60 I got torn apart lol) I finished m4/m16 a3/a4 series... pretty cool, also I felt free to balance recoil for some rifles as I found sometimes it is... pretty not good.

Btw, I sent you a message on facebook, no answer... I dunno what you were planning or attempting to tell me, though I'm still waiting for it.

Sound Mod keeps getting better each day. Although it's sometimes tiring not to get a good sound the first try, I don't give up even if I have to spend much time on a single file. (4 hours to get the m16a4 heheh :P but got it, that is the essential) !

mp5lng
mp5lng The Gunsmith
Jun 24 2015 Anchor

You're doing some great stuff here man, that's really great :) I'm eager to see another video from you!

Modding always take time, it won't be modding if you're not spending time on it :p so yeah, the more you spend the better your stuff are.

You have to add me in FB so I can see your message, that's why I did not get it yet :p

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Due to continuous support we've given you the "Forum Dolphin" title!
- [TZP] LoNer1
Misery : The Armed Zone
Misery's Official website
Misery's Moddb page
Jun 25 2015 Anchor

Ok so one another thing : I think i've seen quite enough videos to conclude that misery needs a serious correction about weapons recoil. I'm reducing it quite a lot (but not too much) I'm taking count of the fact you are playing a military so you know how to handle a gun. Also I mostly reduced the camera max angle that randomly throw the visor straight up in the air and sometimes breaks a rafale / grouped shot.

It's surprising to see that most of the weapons firing automatic have a few recoil. Only terrorists dunno how to handle a gun properly lol. I'm taking count of the model (ancient AK have more recoil than an94/aek which are very performant and modern version of these rifles). Despite all of this, firing semi auto keeps its utility for 200m+ shots when auto only will hit 20-30% of the time (whereas never for vanilla misery configs). Let me know your opinion ! Maybe I could later modify damages But I think it's pretty good for as now, 6-7 5.45mm standard shots from AK74 in exo or even heavy armoured/military to kill seems realist. But for sure there might be a few tweaks to do like AK shot in beginner bandit's foot insta kill, lol, there's no nervous system inside...whatever, we will see right in time.

P.S : new rambo gun heheh ;P and also customized gauss sound. Video coming soon, just need to find the courage to make it !

mp5lng
mp5lng The Gunsmith
Jun 26 2015 Anchor

You don't have to worry about weapons recoil, this is one of the aspects we're going to fix with TAZ, all weapons will be reworked to have real life stats, we have already done something about that. As for damage, this is too will be corrected, but we will take in consideration armors and ammo types.

Xray Engine does not really care about your vital points, be shot in your leg, you head, your foot, or your arm, the engine calculate the health level for each NPC, so if you keep shooting a bandit in his foot he'll die eventually once his health points reaches 0%, I don't recall a game that has implemented such feature you asked, all games have health points, so much for realism :v

Let that Rambo video up ! I assume there will be some massive shooting with the "PIG" :D

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Due to continuous support we've given you the "Forum Dolphin" title!
- [TZP] LoNer1
Misery : The Armed Zone
Misery's Official website
Misery's Moddb page
Jun 26 2015 Anchor

Okay. When I will post a link with the modded sound version of all the guns, I will use all the latest configs and keep my recoil/other modifications for myself, waiting for the new taz and misery.

36 out of ~90 weapons are done. (I count silencers when there is one inside) At least, we can hope my audio stuff will remain useful in the new version ! :) I'm getting even more gifted with audacity each day I use it.


mp5lng
mp5lng The Gunsmith
Jun 26 2015 Anchor

That's great man, 36 is a lot! I'm excited to hear them all in one video :) and surely your tweak will be a must for TAZ, maybe it will even get integrated before the release.

There is a weapon that I'm not really liking its shooting sound, the VSSK, the shooting sound is kinda quiet, it's too quiet for sure heavy caliber, maybe you can tweak that too ? oh, what about the MP5k ? did you do anything with that ? just so you know why I keep asking for that kid :> all I need is some good sounds, reloading sound mostly.

Thank you for doing such an amazing job man!

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Due to continuous support we've given you the "Forum Dolphin" title!
- [TZP] LoNer1
Misery : The Armed Zone
Misery's Official website
Misery's Moddb page
Jun 27 2015 Anchor

Yeah I fixed the mp5k reload sound as you asked. The new animation is cool but I find the character still takes the new mag a bit too fast... there should be 2 seconds at least, assuming we've got a belt with attached mags. Another option (but way harder, with work to do) is to integrate double mag for hyper fast reloading)

I haven't started anything on the VSSK. Actually I know which sound I will be testing, but I don't have any save in pripyat where i can buy a vssk and the weapon is the only one not available via the tool I use, the spawn dialog. But don't worry, a sniper doesn't need a lot of attention :

(making a file intended for a semi auto firemode is way more convenient than one for automatic, because when the second shot starts, and the one after then...etc transition depends from when you have cut and, the more the sound waves between the real beginning and when the highest wave is are too long, the more disguting the sound becomes with high rate of fire (to make a long story short, you just shorten this gap). But it is a habit and something I can fix relatively easily. Issues such as low quality sounds, parasite sounds or others unknown factors can be attenued sometimes, but the best option remains to delete all this, and find a whole new sound with no problem.)

in absolute I don't really need to test ingame in the vssk case as I can compare ancient vs new file and check good bolt coordination...etc, that will be the hardest part lol.

After all, the modding I do is not hard at all, anyone using his ears can do it, it's just I like spending time and see it becoming something really badass hahaha.

P.S (reply in private if needed) : Do you know anything about a release date (eventhough I guess it's not gonna be affect my work, but I wish to finalize stuff I "know" that will remain in the next version so we'll keep work for momentary deleted stuff which could be reimplemented later)

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