[RELWIP] Sounds of Skyrim

Post » Thu May 24, 2012 4:23 pm

Replies Part 2:


Um... Cliffy...

You owe me a new pair of pants :tongue:

Also, WHENFOR? :ahhh:

I'll buy you an additional pair of pants then, Mart. Just in case you can already have a new one once you'll hear the sounds in your game. :biggrin:
I'll do a wild estimate and say around one month after the CK is released. I have my scripts already written with Oblivion's scripting engine. The scripts use basic functions that I am certain are in Skyrim. (Timing and GetRandomPercent functions)

So it'll be a matter of placing the thousands of sound emission activators. :wink: (Well at least the cities have much less buildings than in Oblivion. Placing the emission points in the Imperial City was a real chore. :tongue: )

had the time to work on this?

I am currently waiting on the CK's release. So in the meantime I'm writing mod documents for other Skyrim projects.

I'm a high-quality headphone guy, so this kind of improved audio is the stuff of wet-dreams :smile: I have been SOOOO waiting for rain sounds that pop off of surfaces...great job on this! Can't wait for release, and I subbed on youtube. (loved the distant hammers...are some of those voices from nwn?)

I took the town and tavern shouts from Duncan's Morrowind Atmospheric Sound Effects. I do not know from where they come from.

Great work, but one question:

I was in the area around the tower stone and noticed I could hear the ice sheets cracking - so will yours be in addition to the vanilla sound?

The ice cracking sounds in SoS will play when you are walking on the small ice sheet pieces in northern Skyrim.

Looking forward to this!

Could I recommend a whispering pines sound?

After hunting for an hour I finally found one that's close to what I mean...The third section of the "Forest Wind HD" is almost what I remember them sounding like on my family's farm.
http://soundcloud.com/therecordist/sets/wind-hd-sound-effects

Well, not sure if this in the mod yet... but subtle sounds of wind blowing in trees is beautiful. I'd love that in this mod :tongue:
I'm taking that's what you mean with whispering pines ... the wind blowing in pine trees.

That's very nice. I could add those to the "ForestPine" folder of the game's Wind directory. I cannot use the sound effects you linked though, as I haven't seen if the author allowed distribution. But I'll check on Freesound and see if there are similar sounds. Thanks!
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Marine Arrègle
 
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Post » Thu May 24, 2012 2:53 am

Really looking forward to this. The birds singing and the tavern sound effects reminded me of Baldur's gate, which is always a good thing.
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Sherry Speakman
 
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Post » Thu May 24, 2012 2:52 am

Hey Cliff thanks for the reply I wanted to know are you waiting for the creation kit to release this mod?
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Sammykins
 
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Post » Thu May 24, 2012 1:08 pm

I just watched the videos on youtube, great stuff I can't wait for the release! While I haven't read through all the posts yet I wanted to toss out some ideas before I forget them or get distracted, so forgive me if any or all of these are repeats. I will feel guilty enough as I read through this if I find any of them already listed.??

Suggestions?
Docks & coastal towns: Distant bells from buoys?Shore line general: Seagulls and possibly occasional hammering from refitting ships/boats?
Wooded areas: Rustling in the underbrush?
Taverns & inns: clinking mugs, occasional laughter, in the vein of bring outside sounds in (weather) maybe the opposite here... you can begin to hear the patrons from outside as you approach
Burned out structures: wood creaking from the structure shifting
Kitchens & cook fires: Boiling and or sizzling

*Edit one more =)
Is it possible to have a few patrons sing along with the Brads in the taverns? Occasional drunken song in general would be fun but if it's possible to have them join in...
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Kellymarie Heppell
 
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Post » Thu May 24, 2012 7:20 am

Hey Cliff thanks for the reply I wanted to know are you waiting for the creation kit to release this mod?
He doesn't have much of a choice, most of the work for this mod will have to be done through the CK. :P
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Facebook me
 
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Post » Thu May 24, 2012 6:47 am

I'll do a wild estimate and say around one month after the CK is released. I have my scripts already written with Oblivion's scripting engine. The scripts use basic functions that I am certain are in Skyrim. (Timing and GetRandomPercent functions)

So it'll be a matter of placing the thousands of sound emission activators. :wink: (Well at least the cities have much less buildings than in Oblivion. Placing the emission points in the Imperial City was a real chore. :tongue: )
Hey Cliffy,

You can get an idea by unpacking Skyrim - Misc.bsa and browsing the .psc files. The scripting language is different now, but as say the majority of the function seem the same. There will undoubtedly be a lot of new functions to play with too.

Also, perhaps to save some time placing activators, a trick I used with Cats & Rats back in Oblivion was to tie a spawning script to a common object. You could for example attach a script that randomly will or won't play sounds in Dwemer ruins on objects that can only be found in Dwermer ruins. This way all ruins can be covered by just one or two scripts and five minutes of attaching them to the right objects in the CK. If the sounds play too often, just reduce the chance in the script. Could even use the same method for the wilderness sounds, if you attach to a range of herbs/etc. I haven't checked but if some flora is specific to certain areas, this also lets you properly allocate sounds based on zones. I'm sure activators will be needed for some things, but hopefully this could cut down the work considerably -- and, as most mods aren't likely to touch plants or a simple dungeon object, chances are it won't conflict with any future mods either.
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Céline Rémy
 
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Post » Thu May 24, 2012 11:49 am

You are Amazing !!
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xxLindsAffec
 
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Post » Thu May 24, 2012 4:17 pm

more than just about any other aspect of the game, this mod is the one I'm most looking forward to when the CK is released
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priscillaaa
 
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Post » Thu May 24, 2012 4:22 am

Watched all 3 trailers and am amazed at how good this mod will be.

Definitely up there with the likes of Skyboost, Skyrim HD and PISE. Congrats!
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FoReVeR_Me_N
 
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Post » Thu May 24, 2012 2:39 am

I just watched the videos on youtube, great stuff I can't wait for the release! While I haven't read through all the posts yet I wanted to toss out some ideas before I forget them or get distracted, so forgive me if any or all of these are repeats. I will feel guilty enough as I read through this if I find any of them already listed.??

Suggestions?
Docks & coastal towns: Distant bells from buoys?Shore line general: Seagulls and possibly occasional hammering from refitting ships/boats?
Wooded areas: Rustling in the underbrush?
Taverns & inns: clinking mugs, occasional laughter, in the vein of bring outside sounds in (weather) maybe the opposite here... you can begin to hear the patrons from outside as you approach
Burned out structures: wood creaking from the structure shifting
Kitchens & cook fires: Boiling and or sizzling

*Edit one more =)
Is it possible to have a few patrons sing along with the Brads in the taverns? Occasional drunken song in general would be fun but if it's possible to have them join in...

Great ideas there, Moosetrax. :)
I'll include your docks/coastal towns, burned out structures and kitchens & cook fires. The other ones are already included, except for the patrons singing with the bards. That's beyond the scope of the project. :P

Thanks! :foodndrink:
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Tiffany Holmes
 
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Post » Thu May 24, 2012 11:54 am

Great stuff, one mod i gonna install for sure !
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Elisabete Gaspar
 
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Post » Thu May 24, 2012 12:22 am

Here's a new sound effect. The dungeons are pretty much complete, so onwards to Special Events.
The following sound, which is still a work-in-progress, is one of the sounds played when a dragon flies-by a Stormcloak-occupied city. Only cities (Like Windhelm) or towns (Like Dawnstar or Riverwood) have this sound. Smaller settlements do not.

When a dragon attacks, there's the possibility that this sound is played, or only horns or only the people screaming. So that way it is not redundant, especially considering how the dragons love to launch frequent attacks there. :smile:
Imperial-Occupied towns have the Imperial battle horn instead of the Stormcloak's.

http://soundcloud.com/cliffworms/sounds-of-skyrim-dragon




Thanks! :smile:


I was just listening to it and thought would'nt there be other horn alarms taken up as the first is heard,how bout a conch low rumble type alarm reminicent of warcraft heheh,thought i'd throw that in there see if it would be viable,

can't wait to see you upload the final
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FirDaus LOVe farhana
 
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Post » Thu May 24, 2012 1:27 am

Now that the ck is out will this mod become available soon?
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Tanika O'Connell
 
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Post » Thu May 24, 2012 3:49 am

Yup, really looking forward to this. Any news on the progress?
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Kevan Olson
 
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Post » Thu May 24, 2012 9:26 am

If you ever get around to it, and want something to do ;)
Could you fix the horrible loop points in the spells?

If you arm a spell and have the spell in your hand and listen to each sound file, most of them have an annoying and Obvious Loop Point.
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Dagan Wilkin
 
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Post » Thu May 24, 2012 2:26 am

Hi! Great Stuff! It′s gona give additional life into the game! .. my two cents, if hast been commented before.. maybe to be optional how often sounds are being played? I mean.. It′s nice to have the Cities Sounds on the background, but not all the time.. so, sometimes it′s quite for a while before someone give a shout again or a cat can be heared.... same f.e. night at the nature... some halb long quit moments are normal, before suddenly you hear some noise in the bushes or the wind blowing or another animals. =)

Good Luck with it!
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Josh Sabatini
 
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Post » Thu May 24, 2012 9:49 am

do you like the CK cliff?
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Mr. Ray
 
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Post » Thu May 24, 2012 4:54 pm

I've released the first part of Sounds of Skyrim: The Dungeons.
At the moment of writing these lines, you can grab it at http://skyrim.nexusmods.com/downloads/file.php?id=8601 and the http://steamcommunity.com/sharedfiles/filedetails/?id=9106. The other three parts, Civilization/The Wilds/Special Events will be released in the coming weeks, with the next one being The Wilds.

I've adjusted the sounds' volume to what I think would be best. Let me know if you believe they'd sound better with a lower or higher volume.

Enjoy! :foodndrink:


I was just listening to it and thought would'nt there be other horn alarms taken up as the first is heard,how bout a conch low rumble type alarm reminicent of warcraft heheh,thought i'd throw that in there see if it would be viable,

can't wait to see you upload the final

Makes sense. Adding another, more distant one would make it better. Thanks!


If you ever get around to it, and want something to do :wink:
Could you fix the horrible loop points in the spells?

If you arm a spell and have the spell in your hand and listen to each sound file, most of them have an annoying and Obvious Loop Point.

I'll take a look. I admit I haven't fired a single spell yet in the game so I didn't notice it. (Thief/Assassin here. ;) )

Hi! Great Stuff! It′s gona give additional life into the game! .. my two cents, if hast been commented before.. maybe to be optional how often sounds are being played? I mean.. It′s nice to have the Cities Sounds on the background, but not all the time.. so, sometimes it′s quite for a while before someone give a shout again or a cat can be heared.... same f.e. night at the nature... some halb long quit moments are normal, before suddenly you hear some noise in the bushes or the wind blowing or another animals. =)

Good Luck with it!

The sounds do not play often and they are part of the vanilla sounds you hear in cells. If I take a Dungeons example, when the game wants to play a sound in a cell, my undead sounds in burrows have 30% chance of being played while Skyrim's vanilla sounds have 60%. And then there's the chance that no sounds will be played. This way, you do not hear them too often.

do you like the CK cliff?

I love it. ;)
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Rachell Katherine
 
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Post » Thu May 24, 2012 2:00 pm

You sir, are a god amongst men.

Downloading now and will come back later to give my thoughts.
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anna ley
 
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Post » Thu May 24, 2012 1:20 am

Yoink.. downloading! let you know what I hear!
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James Hate
 
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Post » Thu May 24, 2012 5:07 am

Your mod for Oblivion was amazing. Hopefully you plan on making this compatible for those of us who use it, since I'm sure it'll be a popular mod? :)
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Cayal
 
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Post » Thu May 24, 2012 2:21 am

Oh happy day!
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Milagros Osorio
 
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Post » Thu May 24, 2012 10:05 am

Cliff you really are doing great things already I'm really glad to see your work...can't wait to test it in game.

On a side note, did you figure out if you were going to take up my idea about combat sounds?
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Kelly Tomlinson
 
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Post » Thu May 24, 2012 9:09 am

Glad to see this come over to Skyrim, have been waiting on it, now we just need Symphony of Violence and Storms&Sounds and it will be complete ! Unless you plan on doing the whole shabang and do every sound in game =)


Great work, another must have.
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sas
 
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Post » Thu May 24, 2012 2:38 am

Watching the vids makes me so excited. I used to turn the music off in Oblivion for this.
There are a few things I'm not keen on though (People on streets and in taverns seems a bit much, as they arnt big enough to fool you into thinking the sounds are coming from anywhere), hopefully you'll release a few options.
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ONLY ME!!!!
 
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