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[Archived] Sounds of the Sword Coast


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#21 Tash

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Posted 03 September 2015 - 03:14 AM

Is it possible to use all the stuff in this mod that infinity sounds does not contain by doing the following? (...)

 

I'm going to take a look at BGT some time later. I've just finished the original game and want to tick all the things I've noted down first. At this point, there really isn't that much you're missing out on.

 

When I'm done with this, Infinity Sounds will be missing only the tweaked ambients/soundsets (some slots are unoccupied, some audio files aren't referenced in dialog.tlk) and volume adjustments (Hobgoblins are way too loud, Tranzig's too quiet; I'm looking for more). And I'm not sure how many things Ascension64's already caught.

 

So, bottom line, it's probably not worth messing with BGT install; I'll try to add all the stuff to Infinity Sounds anyway.



#22 Almateria

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Posted 04 September 2015 - 11:43 AM

Dying sounds were removed from the final game, curiously enough
And I should know, I've spent literal workdays fixing that

#23 Tash

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Posted 04 September 2015 - 11:51 AM

Dying sounds were removed from the final game, curiously enough
And I should know, I've spent literal workdays fixing that

Hey, Almateria. I know you've done a great job restoring proper soundsets in BG2. Have you fixed all the BG1 creature soundsets as well?
 
Also... Who can guess what this brings to the game? ^_^

    ACTION_FOR_EACH area IN ~AR0400.are~
                            ~AR1000.are~
                            ~AR1400.are~
                            ~AR2300.are~
                            ~AR3300.are~
                            ~AR4000.are~
                            ~AR4800.are~ BEGIN
      COPY_EXISTING ~%area%~ ~override~
        PATCH_IF (SOURCE_SIZE > 0x11c) BEGIN
          READ_SHORT 0x82 ambient_count
          READ_LONG  0x84 ambient_offset
          INSERT_BYTES (ambient_offset + 0xd4*ambient_count) 0xd4
          WRITE_ASCII (ambient_offset + 0xd4*ambient_count) ~Cock~ #32
          WRITE_LONG (ambient_offset + 0xd4*ambient_count + 0x28) 5 // Pitch variance
          WRITE_SHORT (ambient_offset + 0xd4*ambient_count + 0x2c) 20 // Volume variance
          WRITE_SHORT (ambient_offset + 0xd4*ambient_count + 0x2e) 80 // Volume
          WRITE_LONG (ambient_offset + 0xd4*ambient_count + 0x84) 60 // Period
          WRITE_LONG (ambient_offset + 0xd4*ambient_count + 0x88) 20 // Period variance
          WRITE_LONG (ambient_offset + 0xd4*ambient_count + 0x90) 5 // Flags
          WRITE_LONG (ambient_offset + 0xd4*ambient_count + 0x8c) 0x00000060 // Schedule 6am - 7am
          WRITE_ASCII (ambient_offset + 0xd4*ambient_count + 0x30) ~AMB_E38C~ #8 // Resref 1
          WRITE_SHORT (ambient_offset + 0xd4*ambient_count + 0x80) 1 // Sound count
          SET ambient_count += 1
          WRITE_SHORT 0x82 ambient_count
          READ_LONG 0x88 variable_offset
          WRITE_LONG 0x88 (variable_offset + 0xd4)
          READ_LONG 0xa8 doors_offset
          WRITE_LONG 0xa8 (doors_offset + 0xd4)
          READ_LONG 0x7c vertex_offset
          WRITE_LONG 0x7c (vertex_offset + 0xd4)
          READ_LONG 0xb8 tiled_offset
          WRITE_LONG 0xb8 (tiled_offset + 0xd4)
          READ_LONG 0xb0 anim_offset
          WRITE_LONG 0xb0 (anim_offset + 0xd4)
          READ_LONG 0xa0 explored_offset
          WRITE_LONG 0xa0 (explored_offset + 0xd4)
          READ_LONG 0xbc song_offset
          WRITE_LONG 0xbc (song_offset + 0xd4)
          READ_LONG 0xc0 rest_offset
          WRITE_LONG 0xc0 (rest_offset + 0xd4)
        END
    END

Edited by Tash, 04 September 2015 - 04:20 PM.


#24 The Imp

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Posted 05 September 2015 - 06:34 AM

Also... Who can guess what this brings to the game? ^_^
Well, it's a farm sound, it plays somewere between 6AM to 7 AM, which is actually wrong... it could be as early as 4AM here... if it's the cock-a-doodle-doo sound, aka the rooster sounding that the "morning has begun".

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#25 Almateria

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Posted 05 September 2015 - 09:58 AM

Nah, I'm really bad at playing BG1. Never saw the appeal.

Also, I actually do have faith in the BG1UB team, they'll do this soon.



#26 Tash

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Posted 05 September 2015 - 12:09 PM

Well, it's a farm sound, it plays somewere between 6AM to 7 AM, which is actually wrong... it could be as early as 4AM here... if it's the cock-a-doodle-doo sound, aka the rooster sounding that the "morning has begun".

Well, now, you seem to know quite a bit about farmlife, Imp. What you said is true, too. On the other hand, the melatonin theory considered, there should be enough daylight to stimulate our fine exemplar of poultry. Within the game limits, 6am seems to be the sweet spot to begin all the crowing -- anything before that is too dark. Note that "6am" (aka "bit 5") actually means 5:30-6:30 in the game.

 

Yeah, I've restored a bunch of unused farm ambients, including cockcrow, pigs and horses. Farmland and the Fishing Village will have a new (previously unused) looping background ambient with additional farmish sounds. Way too cool!

 

Nah, I'm really bad at playing BG1. Never saw the appeal.

Say what?

 

Also, I actually do have faith in the BG1UB team, they'll do this soon.

Well, all I know is that I'm doing it right now!



#27 Wisp

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Posted 05 September 2015 - 01:49 PM

Tash, I would suggest you use fj_are_structure instead of winging your own ARE patch. There are egde cases and possible complications that your code does not handle. Kudos on the addition, however.


Edited by Wisp, 05 September 2015 - 01:54 PM.


#28 Almateria

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Posted 05 September 2015 - 02:58 PM

Nah, I'm really bad at playing BG1. Never saw the appeal.

Say what?

I don't like the game enough to warrant me even touching the files!!

 

Well, all I know is that I'm doing it right now!

See? Tehre's always someone to take your workload out there 8)



#29 Tash

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Posted 05 September 2015 - 03:43 PM

Tash, I would suggest you use fj_are_structure instead of winging your own ARE patch. There are egde cases and possible complications that your code does not handle. Kudos on the addition, however.

Hey, Wisp. I've checked it out and it's a pretty cool feature. I assume it handles all the offsets by itself, right?

 

    ACTION_FOR_EACH area IN ~AR0400.are~
                            ~AR1000.are~
                            ~AR1400.are~
                            ~AR2300.are~
                            ~AR3300.are~
                            ~AR4000.are~
                            ~AR4800.are~ BEGIN
      COPY_EXISTING ~%area%~ ~override~
        PATCH_IF (SOURCE_SIZE > 0x11c) BEGIN
          LPF fj_are_structure
            INT_VAR
            fj_loc_x          = 0 // Ignored
            fj_loc_y          = 0 // Ignored
            fj_radius         = 0 // Ignored
            fj_loc_z          = 0 // Ignored
            fj_volume         = 80
            fj_delay          = 40
            fj_variation      = 20
            fj_sound_num      = 1
            fj_schedule       = 32
            fj_flags          = 5
            STR_VAR
            fj_structure_type = ambient
            fj_name           = Cock
            fj_wav_resref0    = AMB_E38C
          END
        END
    END

There's a problem, though: DLTCEP tells me it has to reorder the structure to meet the standard. My previous patch follows the original BG1 structure, looks perfectly fine in NearInfinity raw representation and doesn't give any errors like that. (I could add PATCH_IF offset size checks to see if all the other structures are really after ambients to be extra safe.)

 

Also, I can't seem to find INT_VARs to change the pitch and volume variance. They're not documented in the readme.


Edited by Tash, 05 September 2015 - 03:49 PM.


#30 Tash

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Posted 07 September 2015 - 03:10 PM

Hmm, interesting find: Certain creatures have special attack sounds, referenced as "ATTACK_1 - 4." These sounds will be played only if the creature's weapon isn't set to any common weapon type (these use hardcoded sound effects). So, if the creature's weapon type is set to Misc/Book (by default), ATTACK_1 will be played each attack animation is made, with a minor pitch variance (hardcoded; can't adjust the variance through dialog.tlk). However, ATTACK 2-4 slots seem to be bugged and won't ever be played. I guess this carried over to BG2, but Ascension64 fixed it in TobEx. That's why wolves and bears always sound almost the same when they attack -- with only a slight variance.

 

I've also noticed werewolves have weird soundsets. Their attacks are completely silent! There are audio files which fit attack slots for both werewolves and greater werewolves, but these have been dumped into battle cries. I've been thinking of giving wolfweres a separate soundset (more wolfish perhaps?) to mark the difference between the two species.

 

Oh, and an *updated my journal* thing: don't bother with pitch and volume variance values in dialog.tlk -- don't seem to work. <_<



#31 Fiann of the Silver Hand

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Posted 07 September 2015 - 04:32 PM

This is just BG1 on its own engine, right?  None of this applies to a BGT/BG2 install?



#32 The Imp

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Posted 07 September 2015 - 04:53 PM

This is just BG1 on its own engine, right?  None of this applies to a BGT/BG2 install?
Well, at least the Cock-a-doodle... thing is only for the BG1 area, as if you install it in BG2, you get totally in appropreate placements for the sounds. One of the areas is a Temple, another is the Slums and it goes worse from there...
So yeah, it's a BG1 mod... or a BG1 and BG1EE mod.

Edited by The Imp, 07 September 2015 - 04:53 PM.

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#33 Fiann of the Silver Hand

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Posted 07 September 2015 - 07:36 PM

Good.  There are so many nice little tweaks and fixes mods that I don't want to leave anything out.



#34 Tash

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Posted 08 September 2015 - 01:07 AM

This is just BG1 on its own engine, right?  None of this applies to a BGT/BG2 install?

Yeah, this is only for the original BG1. BGT/TuTu comes next on my list. Then BGEE, if I ever get it again. You can expect to find most of the small tweaks for the BG2 engine in my Infinity Sounds mod in some time.

 

I'd always thought BG1 didn't have that many problems with sounds. Now it seems BGT has the advantage because of TobEx -- it unlocks these additional attack sounds, for example. And some of you guys have fixed the IDLE/EXISTANCE slots. Awesome!

 

I'll be definitely revamping the IDLE sound effects, though, as only a bunch of creatures have them assigned. Take hobgoblins: you can hear their shriek from outside the visual range, which is really cool for a few reasons. I believe more creatures should have that.



#35 Lollorian

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Posted 09 September 2015 - 07:10 AM

Loving this! :coolthumb:


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#36 Tash

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Posted 20 September 2015 - 07:16 AM

OK, I'm done with NPC and monster soundsets. Just commoners, bartenders and noblemen left.

 

Here's the thing, though: now almost all monsters have random IDLE sound effects, and that equals to quite a cacophony in large battles or areas with bunched-up enemies... Personally, I like it, but I'm not sure if it isn't too much. For instance, Balduran's ship is like a spook show -- all those growls, mumbles and howls give you the creeps... and a headache.

 

There are a lot of problems with soundsets, but unlike BG2, I doubt they were cut -- more like classic slips and lack of scrutiny.

 

When it comes to the wolfweres, I've decided to divide them into the following groups:

Lesser Wolfwere - sound effects borrowed from Dire Wolf (not exactly the same!)

Wolfwere - Dread Wolf

Greater Wolfwere - Vampiric Wolf

 

I've revamped the werewolf soundsets completely, too, so that they have attack sounds, morale sounds (unlikely) and proper howls upon transformation.

 

As far as the cock's crow is concerned, the sound effect should begin around the time the player starts noticing gradual night->day lighting changes. It's played around three times (random) over 3-5 real minutes, with some pitch variance. So far, I've narrowed it down to these rural areas:

 

AR0400 Farmlands

AR1000 Ulgoth's Beard

AR1400 Fishing Village

AR2300 Friendly Arm

AR2600 Candlekeep

AR2626 Candlekeep Ch. 6

AR3300 Beregost

AR4000 Gullykin

AR4800 Nashkel

 

Which (other) areas should have it?

 

Also, would you mind hearing pigs grunting and squealing even though there aren't any pigs in the game?



#37 Tash

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Posted 23 September 2015 - 01:27 PM

Here's version 2.5 Beta 3: download (if you want to check it out before the file uploader gets fixed).
 
EDIT: This is an updated beta version. I've corrected some soundsets including: Sarevok, Husam, Bjornin, Bartender, Winthrop, Innkeeper, Butler, Mr. Colquette, Doppleganger, Greater Doppleganger, Whelp, Nessie, Serving Wench, Oogie, Male Commoner and a couple more. I'm currently working on all the commoners, townsfolk, villagers, etc.
 
I've been tweaking soundsets, so take a look at some of the changes:
 

Aldeth: 1x SELECT_COMMON moved to SELECT_RARE.
Bartender: 1x SELECT_COMMON moved to SELECT_RARE.
Bjornin: changed INITIAL_MEETING.
Brage: a crazed laughter/crying as IDLE.
Butler (Mr. Colquette's): changed INITIAL_MEETING and SELECT_COMMON.
Cadderly: 1x new SELECT_RARE, restored DYING (repaired audio file thanks to Sam.).
Cow: restored DYING and corrected IDLE slots.
Commoner (Male): restored DAMAGE (string correction).
Davaeorn: restored MORALE, 1x new SELECT_COMMON.
Doppleganger: corrected BATTLE_CRY and SELECT_COMMON.
Dradeel: sighing as IDLE.
Drizzt: 1x SELECT_COMMON moved to SELECT_RARE.
Gellana: restored DAMAGE and DYING.
Gorion: revamped SELECT_COMMON slots and 1 moved to SELECT_RARE.
Ochre Jelly: completely restored the soundset.
Greater Basilisk: fixed a pop in DYING audio file.
Greywolf: restored MORALE.
Hobgoblin: attenuated the soundset, 1x new BATTLE_CRY.
Horse: restored DYING.
Hurgan: restored DAMAGE and DYING.
Husam: completely revamped to differentiate between the undercover and the revealed versions.
Innkeeper: 1x new SELECT_RARE.
Irlentree: 1x new SELECT_COMMON.
Krystin: restored MORALE.
Mulahey: restored MORALE.
Mr. Colquette: changed INITIAL_MEETING and SELECT_COMMON, removed IDLE.
Nimbul: restored MORALE.

Oogie: changed INITIAL_MEETING and SELECT_COMMON, removed IDLE.
Performer: changed INITIAL_MEETING, SELECT_COMMON and IDLE.
Priestess of Umberlee: changed BATTLE_CRY and SELECT_COMMON.
Sarevok: completely revamped to differentiate between the Duchal Palace and the final encounter versions, improved IDLE, restored 1 audio file.
Seagull: restored 2x IDLE.

Serving Wench: 2x new SELECT_COMMON, 1x new SELECT_RARE, 1x new IDLE.
Silke: restored SELECT_COMMON.
Slythe: restored MORALE.
Squirrel and rat: restored DAMAGE, DYING, SELECT_COMMON and IDLE.
Surgeon: restored DAMAGE and DYING.
Taerom: removed the dwarven BATTLE_CRY.
Tazok: completely revamped the soundset, 2x new IDLE.
Tranzig: a louder soundset, removed IDLE.
Volo: restored MORALE, 2x SELECT_COMMON moved to SELECT_RARE.
Winthrop: removed the inappropriate SELECT_RARE.
Watcher: restored SELECT_RARE.

Whelp: an additional IDLE.
Wyvern Baby: removed flapping from BATTLE_CRY.
Wolf: completely restored the soundset.
Dread Wolf: restored ATTACK.
Wolfwere & Werewolf: completely revamped to differentiate between types and species, restored howls upon transformation.

All the other monsters: restored or added IDLE sound effects whenever possible. Enjoy the cacophony.

Oh, and some modder notes:
- I couldn't get pitch variation and volume variation in dialog.tlk to work.
- volume variation in area ambients doesn't seem to work, either.
- pitch variation in area ambients works fine; a value of 4 gives good (subtle) results, anything higher will make your sounds funny.
- day/night ambient volume in area songs is a bit funky. 10 seems to be the minimum playback volume level.
- there are 2 slots for both day and night ambients in area songs: short (1) and extended (2). Normally, only the extended slot is chosen for playback. Perhaps the short one was intended to be played on weaker systems.


Edited by Tash, 10 October 2015 - 02:09 PM.


#38 Almateria

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Posted 24 September 2015 - 06:14 AM

I like this, a lot.