Sound modding & volume.

Vyllis
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Sound modding & volume.

Postby Vyllis » Wed 21 Jun 2017 17:17

Hello,

1. I am working on a sound mod and have a question about in game volume of the sound and how you change them.
There an example video of an early version of the mod: https://www.youtube.com/watch?v=Jlmxax7t05E

You can hear the sound, its not too loud or too quiet.
Unfortunately, the raw files are very loud and many are saturated. They are indeed much more louder than the ingame version.

I tried to change the "volume" value to 2, 6, 8, 10, 20 and 100 but got no success.

What are the min and max "volume" value for the sound?
Can there be a way to have the sound volume closer to the sound source (files)?

2. Do i need to create loop markers for plane engine sound?

Is there a need to have a startup sound included to the track?

If i want to add individuals sounds for each planes i must edit the units files and alter gameplay, right?

sorry my bad english.

mvginda
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Re: Sound modding & volume.

Postby mvginda » Wed 21 Jun 2017 22:23

Hi there

I created the Music & Sound Mod V2.

I have spent a long time on it but still dont get everything though. Volumes are strange. But i have found out that editing your sound files to be as high as possible in a sound editing programme does the trick on some sounds. But you will still need to regulate the sound volume in the WeaponSoundHappenings. My max volumes are about 5 for big explosions so i think its like from 1 - 10 but im not sure at all.

But maybe Eugen has an easier way to do it?

Regarding the plane sounds i dont know. Have not played with them yet.

Vyllis
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Re: Sound modding & volume.

Postby Vyllis » Thu 22 Jun 2017 06:37

I have quality sounds for all planes engine + aerodynamics & propellers sounds.
However, in the .ndf files there are only 1 or 2 sounds for a type of plane (ex: 2 sounds for all air sup fighters, 1 for all recos) if i understood it.

For the volume, 90% of my sounds are already oversaturated despite normalizing/equalising them.
Its really bad to saturate your sources, but best to use the volume the output hardware/software to do this job.

Its making my work becoming very difficult when its come to cannons/explosions sounds because it is a mess of saturated noise if i ever want them to be "louder".
I would really like to know if there is a way to have 1:1 sound volume like... in every games out there.

Right now i am stuck and i did take pause from the mod. I am not decided between making light weapons extremely quiet to have room for the louder ones or waiting for someone to show me a way to get 1:1 sounds volume.
Last edited by Vyllis on Thu 22 Jun 2017 18:51, edited 1 time in total.

mvginda
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Re: Sound modding & volume.

Postby mvginda » Thu 22 Jun 2017 18:49

Yeah They are sharing their sounds unfortunately. Only recon And bomber Have their own as far as I remember. A shame that so many sounds are shared between so much in the game making it hard to mod properly.

Vyllis
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Re: Sound modding & volume.

Postby Vyllis » Fri 23 Jun 2017 13:34

https://www.youtube.com/watch?v=MJwcUsoKFTo&feature=youtu.be

I do not know how to deal with this...really. Any help from anyone would be appreciated.

MrCrisps
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Re: Sound modding & volume.

Postby MrCrisps » Sun 25 Jun 2017 05:58

Hi, I'm modding sounds too at the moment, but it doesn't seem to work and i wonder why.

As I want to add new sounds, I have added new entries in the SoundDescriptors.ndf and adapted the values in the WeaponSoundHappenings.ndf.

One example of the new sound entries as i've put in the SoundDescriptor.ndf is

Code: Select all

template Template_SoundDescriptorList_Kwk40
[
    UseSpecialLoop,
]
is TSoundDescriptorList
(
    PlayInRandomOrder = True
    Items =
    [
        TSoundDescriptor
        (
            TheSoundStream          = TSoundStream ( FileName =  'GameData\Assets\SoundModding\kwk40_shot.wav' )
            SoundSettings           = $/SoundSettings/SFX_SoundSettings
            UseSpecialLoop          = <UseSpecialLoop>
        ),
      TSoundDescriptor
        (
            TheSoundStream          = TSoundStream ( FileName =  'GameData\Assets\SoundModding\kwk40_shot2.wav' )
            SoundSettings           = $/SoundSettings/SFX_SoundSettings
            UseSpecialLoop          = <UseSpecialLoop>
        ),
      TSoundDescriptor
        (
            TheSoundStream          = TSoundStream ( FileName =  'GameData\Assets\SoundModding\kwk40_shot3.wav' )
            SoundSettings           = $/SoundSettings/SFX_SoundSettings
            UseSpecialLoop          = <UseSpecialLoop>
        ),
    ]
)


Honestly, i haven't understood the TSoundStream to SoundStreamModded, as when i do that, and when trying to generate, I have the following error :

Code: Select all

Missing sound file : GameData:/Assets/SoundModding/GameData/Assets/SoundModding/kwk40_shot.wav
Missing sound file : GameData:/Assets/SoundModding/GameData/Assets/SoundModding/kwk40_shot.wav

Even thought I've put them in GameData/Assets/SoundModding and converted them to 44,1Khz, 16 bites, Mono as the mod manual says.

I don't understand what i'm doing wrong.

If someone could be generous enough to help me understand how that system works, that would be really nice.

Thanks !

Vyllis
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Re: Sound modding & volume.

Postby Vyllis » Sun 25 Jun 2017 09:59

If you do this way i think the game will search its own directory and not the modded one.

Instead you need to change "TsoundStream" into "SoundStreamModded" to tell the game to search your modded folder.
Then just give it your sound name.

Code: Select all

template Template_SoundDescriptorList_CC_Cal30 // 30 cal lmg  6 variations
[
    UseSpecialLoop,
]
is TSoundDescriptorList
(
    PlayInRandomOrder = True
    Items =
    [
        TSoundDescriptor
        (
            TheSoundStream          = SoundStreamModded ( FileName =  'Cal30_1.wav' )
            SoundSettings           = $/SoundSettings/SFX_SoundSettings
            UseSpecialLoop          = <UseSpecialLoop>
        ),
    ]
)

MrCrisps
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Re: Sound modding & volume.

Postby MrCrisps » Sun 25 Jun 2017 16:45

Thank you very much, you're a lifesaver !

Merci bien !

Edit : I'm just having this mod when trying to generate :

Code: Select all

Could not cast value from TSoundDescriptorList to TSoundDescriptor


Would you know what is causing that?

Edit 2 : Actually, i found out that whenever I change the values for the sound of the german 88mm cannons, it bugs when generating, showing the aforementionned bug.

Edit 3 : I've found what was causing the bug. You have to respect the way the original file was done. In the example of the german 88, it was because the original value had no variation and refered to only one sound file. The bug was caused by the fact that I thought I could introduce variations for the cannon shots, with the TSoundDescriporList.

Vyllis
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Re: Sound modding & volume.

Postby Vyllis » Mon 26 Jun 2017 13:40

You can actually add variations with "TSoundDescriporList".

Just verify that your weapon "SoundDesc" from "WeaponSoundHappenings.ndf",
is also modified to "SoundDescList".

Sandiford
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Re: Sound modding & volume.

Postby Sandiford » Mon 3 Jul 2017 06:42

Vyllis wrote:https://www.youtube.com/watch?v=MJwcUsoKFTo&feature=youtu.be

I do not know how to deal with this...really. Any help from anyone would be appreciated.


Hi,

Unfortunately I don't know much about sound modding,

But if you haven't noticed it already there is an option in sound settings for something like "dynamic range compression" which is on by default.

It will quieten loud sounds and raise up quiet ones.

I wonder if it's related to the problem?

I like the sounds you've made, from what I can hear of them

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